TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0122
  Version 1.0 – April 2009
  ®
  Written by DAVID L. PULVER
  Edited by THOMAS WEIGEL
  Illustrated by DAN SMITH
  WARSHIPS AND SPACE PIRATES
  TM
  
   INTRODUCTION . . . . . . . . . 3
  About the Series. . . . . . . . . . . . . . . . 3
  Publication History . . . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . 3
  About GURPS. . . . . . . . . . . . . . . . . 3
  1. SPACE NAVIES
  AND PIRATES. . . . . . . . 4
  SPACE NAVIES  . . . . . . . . . . . . . . . .4
  Peacetime Operations . . . . . . . . . . 4
  Wartime Operations. . . . . . . . . . . . 5
  PIRACY . . . . . . . . . . . . . . . . . . . . . .5
  Pirate Havens . . . . . . . . . . . . . . . . . 5
  Governments and Piracy . . . . . . . . 6
  Ill-Gotten Gains . . . . . . . . . . . . . . . 6
  The Importance of Reputation . . . 7
  2. MILITARY AND
  PARAMILITARY
  SPACECRAFT . . . . . . . . 8
  BATTLESHIPS  . . . . . . . . . . . . . . . . .8
  Ragnarok-Class 
  Battleship (TL8) . . . . . . . . . . . . 8
  Admiral-Class 
  Battleship (TL10^) . . . . . . . . . . 9
  Fenris-Class Robot 
  Battleship (TL11^) . . . . . . . . . 10
  Empire-Class 
  Dreadnought (TL11^). . . . . . . 10
  Adversary-Class Super 
  Dreadnought (TL12^). . . . . . . 11
  CRUISERS  . . . . . . . . . . . . . . . . . .11
  Trinity-Class Heavy 
  Cruiser (TL9). . . . . . . . . . . . . . 12
  Victory-Class Space 
  Cruiser (TL10). . . . . . . . . . . . . 12
  Tsunami-Class Strike 
  Cruiser (TL10^). . . . . . . . . . . . 13
  Sword-Class Heavy 
  Cruiser (TL11^). . . . . . . . . . . . 14
  Eclipse-Class Battle 
  Cruiser (TL12^). . . . . . . . . . . . 14
  Intrepid-Class Frontier 
  Cruiser (TL12^). . . . . . . . . . . . 15
  FRIGATES AND PATROL SHIPS . . . .16
  Anson-Class Space 
  Patrol Ship (TL9^) . . . . . . . . . 16
  Deimos-Class Frigate (TL10). . . . 16
  Battle-Class Frigate (TL10^) . . . . 17
  Cossack-Class Patrol 
  Ship (TL10^) . . . . . . . . . . . . . . 17
  Tiger-Class Frigate (TL11^). . . . . 18
  Vixen-Class Patrol 
  Ship (TL11^) . . . . . . . . . . . . . . 18
  Seraphim-Class 
  Frigate (TL12^) . . . . . . . . . . . . 19
  PIRATE SHIPS AND Q-SHIPS . . . . .19
  Loki-Class Corsair (TL10^) . . . . . 20
  Renegade-Class 
  Corsair (TL11^). . . . . . . . . . . . 20
  SPACE DEFENSE PLATFORMS
  AND MONITORS . . . . . . . . . . .21
  Sentinel-Class SDP (TL9) . . . . . . 21
  Gibraltar-Class Battle 
  Station (TL10) . . . . . . . . . . . . . 21
  Warden-Class Battle 
  Station (TL10) . . . . . . . . . . . . . 22
  Citadel-Class Orbital 
  Fort (TL11^) . . . . . . . . . . . . . . 22
  WORLD KILLERS  . . . . . . . . . . . . .23
  Azrael-Class World 
  Killer (TL11) . . . . . . . . . . . . . . 23
  3. TACTICAL SPACE
  COMBAT . . . . . . . . . . 24
  THE TACTICAL ENGAGEMENT . . . .24
  Scale . . . . . . . . . . . . . . . . . . . . . . . 24
  Starting Velocity, 
  Thrust Rating, 
  and Burn Points . . . . . . . . . . . 24
  Stardrives in Tactical Combat . . . 25
  Hex Map . . . . . . . . . . . . . . . . . . . . 25
  Counters . . . . . . . . . . . . . . . . . . . . 25
  ACTION DURING A TURN  . . . . . . .26
  Pre-Battle Turns . . . . . . . . . . . . . . 26
  Sequence of Action . . . . . . . . . . . 26
  1-3. Command, Engineering,
  Navigation Tasks . . . . . . . . . . . 27
  4. Piloting Tasks . . . . . . . . . . . . . . 27
  5. Electronics Operation Tasks . . 27
  6. Gunnery Tasks . . . . . . . . . . . . . 27
  7. Crew Tasks . . . . . . . . . . . . . . . . 28
  8. Movement. . . . . . . . . . . . . . . . . 28
  TACTICAL MANEUVERING  . . . . . . .28
  WEAPONS FIRE IN
  TACTICAL COMBAT . . . . . . . . .29
  Gun and Missile Salvos . . . . . . . . 29
  Beam Fire . . . . . . . . . . . . . . . . . . . 30
  Ballistic Attack . . . . . . . . . . . . . . . 30
  Dodge in Tactical Combat. . . . . . . 30
  DAMAGE IN TACTICAL
  COMBAT  . . . . . . . . . . . . . . . .32
  Ballistic Attack Damage. . . . . . . . 32
  Hull Damage and 
  Hit Location . . . . . . . . . . . . . . 32
  VECTOR MOVEMENT  . . . . . . . . . .32
  SPECIAL RULES  . . . . . . . . . . . . . .33
  Tractor Beams in 
  Tactical Combat . . . . . . . . . . . 33
  Formations . . . . . . . . . . . . . . . . . . 33
  Celestial Bodies . . . . . . . . . . . . . . 33
  Flag Command Tasks. . . . . . . . . . 34
  Greater Survivability . . . . . . . . . . 35
  ECCM and ECM Tasks . . . . . . . . 35
  WEAPON TABLES  . . . . . . . . . . . . .35
  Missile Tables . . . . . . . . . . . . . . . . 35
  Gun Ballistic Impulse Table . . . . 36
  Beam Weapon Tables. . . . . . . . . . 36
  INDEX . . . . . . . . . . . . . . 40
  CONTENTS
  2
  CONTENTS
  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 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, Warships and Space Pirates, 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 3: Warships and Space Pirates 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.
  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
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  MacLAUCHLAN McKENZIE
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  
  INTRODUCTION
  3
  Space warships, whether commanded by
  military officers or swashbuckling pirates, are a
  defining element of space opera and indeed sci-
  ence fiction. Intended as a tool kit for GMs who
  wish to focus on this aspect of space roleplay-
  ing, this book presents a complete fleet of eas-
  ily customized warships, as well as outlining
  how pirates and space navies might operate.
  For GMs and players who want more tactical
  options, these rules adapt the GURPS
  Spaceships combat system into a hex-based
  tactical combat game, allowing space battles to
  be resolved with counters or miniatures.
  PUBLICATION HISTORY
  Some of the rules for tactical space combat are derived
  from the space combat system written by David L. Pulver for
  GURPS Traveller (which was adapted in GURPS Traveller:
  Interstellar Wars).
  ABOUT THE AUTHOR
  David 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, 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
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  Just head over to e23.sjgames.com.
  Pyramid (www.sjgames.com/pyramid). Our monthly
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  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 
  3: 
   Warships 
  and 
  Space 
  Pirates
  at
  www.sjgames.com/gurps/books/spaceships/spaceships3.
  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 3: Warships and Space Pirates is one of several
  books in the GURPS Spaceships series, which supports GURPS Space
  campaigns by providing GMs with ready-to-use spacecraft descriptions
  and rules. Each volume offers spacecraft descriptions and supplemen-
  tary rules. This book doesn’t cover all warships — space fighters, carri-
  ers, and troop ships are presented in a later volume.
  The core book, GURPS Spaceships, is required to use this book.
  GURPS Spaceships 2: Traders, Liners, and Transports will be useful. 
   INTRODUCTION
  The captain wants the biggest fleet in history if we’re gonna end
  this war. The way things are shaping up out there, it looks like he
  just might get it.
  – Commander Ivanova, Babylon 5
  
  “Captain, the second Yezendi frigate has just accelerated at
  3G, closing at five miles per second. He’s flanking us. Six min-
  utes until we can fire our particle beam . . . “
  There was no vibration, no feeling of impact . . . but suddenly
  a dozen indicators on the cruiser’s threat board went red.
  “Sir, we’ve been hit!”
  “Damage report, Mr. Khafaji!”
  “Central hull, burn through both layers of armor – he fired his
  spinal laser. The #2 laser turret battery’s disabled. We lost the cen-
  tral fuel tank and the hangar bay.”
  “Helm, bring us about to starboard! 1G acceleration.
  Engineering, get a team down to that battery! Gunnery, reload
  tubes one and two with antimatter missiles. Fire when ready.”
  SPACE NAVIES AND PIRATES
  4
  CHAPTER ONE
  SPACE NAVIES
  AND PIRATES
  SPACE NAVIES
  A space navy’s missions are similar to those of a wet navy.
  Its purposes are to protect society’s ability to move through
  space, and deny that capability to opponents. From the least to
  most demanding, these goals are local space defense, space
  denial, space control, and power projection. The interstellar
  navies of economic superpowers can usually perform all types
  of missions, but the smaller forces of minor or non-militaristic
  powers only have the resources to perform local space defense
  and space denial.
  Local Space Defense: Hindering or defeating enemy
  attempts at power projection. This involves fighting off or
  intercepting enemy spacecraft engaging in bombardment,
  troop landings, or smuggling. Local defense forces protect the
  space around a world, including valuable assets such as satel-
  lites, moon bases, orbital spaceports, and other commercial
  and industrial facilities. Local space defense can be attempted
  with a single ship or space station.
  Space Denial: Threatening a rival society’s ability to travel
  through interplanetary or interstellar space. This involves
  intercepting spacecraft that cross disputed borders, raiding
  enemy shipping, or blockading a world (or entire system).
  Space Control: Protecting the transit of the society’s space-
  craft and the security of any commercial shipping lanes. This
  can involve patrolling to “show the flag” or deter enemy activ-
  ity, escorting friendly vessels, or fighting battles in deep space
  to defeat rival navies engaged in space denial, power projec-
  tion, or space control. The desire of multiple major powers to
  protect their traders and explorers could drive an attempt to
  create an interstellar or galactic civilization. Space control
  requires spreading forces to protect and patrol multiple poten-
  tial targets and space lanes.
  Power Projection: Ensuring the delivery of matter or energy
  to an enemy world or space facility. This involves bombarding
  planets, supporting troop landings, delivering agents or 
  information, or even forcing open a closed economy. Power pro-
  jection often requires spacecraft optimized for troop transport
  or planetary bombardment. Effective power projection requires
  achieving space control first, by defeating local space defenses.
  The ultimate form of power projection, and perhaps the most
  difficult of all military operations, is a full-scale invasion.
  PEACETIME OPERATIONS
  Naval forces are nearly as busy in peacetime as in war.
  Activities that consume the attention of a space force are
  detailed below.
  Exercises: An effective navy trains constantly, practicing var-
  ied operations in realistic scenarios. Less effective navies hold
  more “spit and polish” parade exercises, showcasing the
  regime’s toys or overawing restive subjects. Some exercises are
  multinational, involving warships from allied powers. Many
  also have a political purpose, e.g., a major exercise off an enemy
  border to demonstrate resolve or send a political message. An
  announced “exercise” can also be a cover for an actual invasion!
  Refit and Maintenance: Warships spend as much as a third
  of their time in port for repairs, rearming, refueling, major
  maintenance, or upgrades to new systems.
  Police Patrols: These are local space defense operations to
  disrupt piracy, smuggling (including supplies for any terrorist
  or rebel groups), poaching, slave raids, unauthorized gas min-
  ing, illegal immigration or settlement, and asteroid claim
  jumping. The usual goal is to intercept, board, and arrest
  rather than destroy, and targets will often surrender or run
  when approached. Police patrols also perform humanitarian
  duties such as rescue missions, and may be responsible for
  enforcing safety and traffic control regulations on commercial
  ships. Sometimes these activities are assigned exclusively to
  paramilitary patrol forces.
  
  Patrol ships often police an area beyond the reach of fixed
  defenses (such as space defense platforms), but within their
  agency’s jurisdiction. Their vessels often operate near a fron-
  tier, but rarely venture beyond it. A patrol ship’s “beat” can be
  limited to orbital space, or extend to an asteroid belt or entire
  system, or even several solar systems. However, a space patrol
  agency’s responsibilities can also extend beyond the space
  lanes to policing frontier colonies and space stations.
  Deep Space Patrols: These interplanetary or interstellar
  patrols form the basis of space control operations. The vessels
  “show the flag” to reassure friends and deter foes, and are on
  hand when friendly vessels or worlds call for help. Navies lack-
  ing the resources to be everywhere often send single vessels for
  patrols. In peacetime, deep space patrol ships may also per-
  form some police functions, e.g., stopping suspicious ships or
  rendering emergency aid.
  Diplomatic Missions: The transport or escort of an ambas-
  sador or other dignitary. Occasional missions into foreign ter-
  ritory may require ships to seal or remove certain weapons. A
  diplomatic mission may involve a large and powerful ship such
  as a battleship, or a relatively inoffensive vessel such as a
  frigate. A battleship may impress (or intimidate!) the other
  side, but its very arrival could be provocative in tense times. A
  small ship attracts less attention, which is useful if secret nego-
  tiations are underway.
  Exploration: Space navies can also carry out deep space
  mapping and exploration missions. Civilian expeditionary
  organizations, like NASA, are historically rare, and for good
  reason: Why duplicate the military’s capabilities?
  Intelligence: Reconnaissance of known potential targets,
  both military and civilian.
  Shadowing: Dedicated warships may watch and trail the
  vessels of rival powers. Shadowing warships may have orders
  to strike if war breaks out, or to keep a watchful eye while gath-
  ering intelligence on their dispositions and capabilities.
  WARTIME OPERATIONS
  The ultimate test of any space navy is its performance in
  time of war. During wartime, separate paramilitary forces
  (such as a space patrol or survey service) are often subordi-
  nated to the navy. Of course, in some societies, the patrol, navy,
  and survey service may all be a single unified agency, e.g., “the
  galactic patrol” or “star fleet.”)
  Typical wartime operations include:
  Convoy Escort: Protecting commercial vessels (which may
  be carrying military cargo) or assault ships en route.
  Refugee Protection: Escorting a fleet of vessels carrying
  refugees to safety. This can require a long interplanetary or
  interstellar journey, possibly complicated by hostile pursuit.
  Refugee ships will sometimes be a “rag-tag” fleet from yachts
  to heavy freighters – possibly damaged, slow, or low on fuel.
  Onboard complications can include overcrowding, medical
  emergencies, psychological trauma, and conflicting political
  agendas.
  Blockade: A space denial mission to strangle a rival polity’s
  economy by intercepting or cutting off access to trading part-
  ners or resources.
  Raid: A swift hit-and-run attack, involving minimal vessels,
  to probe enemy defenses, draw off forces for a major strike
  elsewhere, or capture resources or prisoners. Large-scale raids
  will strike strategic objectives, such as orbital installations,
  population centers, or military bases.
  Interception: An attempt to meet and destroy (or drive off)
  an enemy ship, squadron, or fleet on the move. Sometimes a
  show of force is enough to deter intruders.
  Invasion: A major attack into another power’s territory, per-
  formed by assault ships carrying ground troops, and supported
  by warships, freighters, and tankers.
  SPACE NAVIES AND PIRATES
  5
  PIRACY
  Piracy is a business, and to be attractive, economic condi-
  tions must support it. A pirate ship may be worth somewhere
  between $2 million to $200 million new, and probably 10% to
  50% of that on the black market. Profit-motivated pirates must
  believe that they can steal cargoes or ships worth considerably
  more than this over time, or it will be easier to sell the ship on
  the black market and retire as millionaires!Another reason
  why pirates may not “go legitimate” is an existing criminal
  record. For example, mutineers who turned against a hated
  captain, or down-on-the-luck merchants who steal their own
  vessel after going in debt to a bank. A crew of escaped slaves
  (who might be robots or genetic constructs) who have taken
  control of their master’s ship will have nowhere else to go, and
  may engage in piracy to free other slaves or gain revenge
  against their oppressors. Pirates can instead be motivated by
  nationalist ideology. For instance, the remnants of a defeated
  space navy could fight on well after their political leadership
  surrenders, perhaps eventually preying upon ships of both
  sides. Terrorists or guerrillas can use piracy as a way to strike
  their enemies while financing their insurgency.
  PIRATE HAVENS
  The most important criteria for piracy is the existence of a
  pirate haven. This is a spaceport (and often an entire world or
  star system) that is willing to maintain, supply, and repair
  pirate ships, by virtue of an open policy or by asking few ques-
  tions. It serves as a market for stolen goods, spaceships, and
  sometimes even captives.
  The Dalek stratagem nears
  completion. The fleet is almost
  ready. You will not intervene.
  – Dalek, Doctor Who
  
  SPACE NAVIES AND PIRATES
  6
  Ideally, a pirate haven is close enough to make regular vis-
  its feasible, but strong enough (or distant enough) to withstand
  diplomatic, economic, and military pressure to shut down
  operations. Since rich, well-defended worlds usually profit
  more from trading with their neighbors than antagonizing
  them, pirate havens are rare!
  A pirate haven doesn’t have to be wealthy or strong, if there’s
  no functioning order in the region, and no major power willing
  to step in. Piracy flourishes in regions of anarchy and disorder.
  If shipping lanes pass through failed states, it may be endemic.
  Suppose an ultra-tech world or star system suffers a social col-
  lapse (such as a bloody civil war). Ships no longer come to its
  once-thriving port . . . but shipping lanes still pass through the
  system. With the economy and society in chaos, local warlords
  or gangs make common cause with desperate spacers to use
  short-range space tugs, shuttles, or customs craft to prey on
  passing transport vessels. Against unarmed merchant vessels,
  even a tugboat with a small boarding party can be enough.
  Such “subsistence” pirates might be happy to capture loot that
  professional pirates would not bother with, such as a hold full
  of canned food.
  GOVERNMENTS AND PIRACY
  A few pirate ships are renegade warships, though most
  are armed merchant vessels. Either way, individual pirates
  can’t hope to stand up to the determined efforts of a patrol
  or navy. For pirates to survive, they must be able to stay
  ahead of the law.
  In a single solar system, radio signals can cross the dis-
  tances in a few minutes to a few hours, and stealth is nearly
  impossible against the cool backdrop of space. Passive sensor
  arrays will detect ships (unless they have superscience cloaking
  devices) wherever they go. This makes it very difficult to
  engage in piracy longterm – captains or crews may turn pirate
  in hopeless circumstances, but they’re unlikely to have a very
  long or happy life.
  Piracy is easiest in close proximity to a weak interplanetary
  or interstellar government, such as a loose alliance or (better
  yet) rival competing governments. In such situations, one or
  more worlds may serve as a pirate haven. A loose alliance may
  pull together against foreign threats, but have navies reluctant
  to agree on internal policing, especially if members have differ-
  ent laws. Pirates may also be privateers, subsidized by rival
  governments or predatory corporations.
  Another consideration is a region’s red tape. Laws that
  prohibit armed civilian ships will give pirates trouble when
  docking at legitimate ports, but will also make merchants
  easier prey. If authorities carefully vet ship’s logs, require
  flight plans, and so on, those same authorities may be able to
  use pattern analysis of attacks to track down pirates. And
  similarly, identity transponders will force pirates to make an
  effort to falsify them.
  Even with these regulations, they may be slackly enforced
  in some regions – for example, pirates may be able to bribe
  local officials into overlooking an infraction.
  In settings where faster-than-light stardrives exist but no
  reliable FTL radio, space pirates are much more viable. On the
  other hand, some types of star drive will make piracy very
  hard. For instance, if travel must pass through a limited
  number of connected jump points or star gates, govern-
  ments can police them more effectively.
  The economics of ship construction and naval budgets
  also affect piracy. If a government can field many squadrons
  of million-ton dreadnoughts, it can also afford to trade even
  one of these battleships for a thousand 1,000-ton frigates to
  police the frontier space lanes . . . keeping pirates in check
  and ensuring trade keeps flowing.
  One way to justify both enormous battle fleets and pirates
  is extremely fast and easy interstellar travel. If a pirate has
  only one or two worlds to flee to after a raid, he’s in trouble.
  But with a starship that can skip across dozens or hundreds
  of parsecs in a few weeks, with little or no need to refuel, and
  no similarly fast FTL communication, a pirate ship captain
  has a fair chance of eluding pursuit long enough to enjoy his
  ill-gotten gains!
  ILL-GOTTEN GAINS
  A pirate’s income usually comes from three sources:
  Stolen Cargo: The basic target of pirates is cargo worth
  enough to be a viable source of income. It must cover
  repairs, fuel, and ammo for the risk the pirate takes, at least on
  average. If the average pirate has a fair chance of suffering sev-
  eral million dollars worth of damage every few missions, that
  must be taken into account. If most raids only net a few thou-
  sand tons of low-value goods like potatoes or furniture, a pirate
  might be unable to even pay for his repairs and any ordnance
  (such as missiles) expended fighting off patrol ships! The GM
  may get around this by deciding that most cargoes worth ship-
  ping across space are valuable! Alternatively, pirates may dis-
  cover a way to identify lucrative targets, such as a spy in a
  merchant line or port authority that can provide them with
  cargo manifests. Most pirates, unless they want 50,000 tons of
  grain (and a target too large to hurt easily), will prefer to target
  smaller tramp freighters, which are more likely to carry low-
  volume, high-value cargoes. .
  
  For thousands of years, the mighty starships tore across the empty
  wastes of space and finally dived screaming on to the planet Earth –
  where, due to a terrible miscalculation of scale, the entire battle fleet was
  accidentally swallowed by a small dog.
  – The Hitchhiker’s Guide to the Galaxy
  Economic Maneuvers: What if most targets are bulk
  freighters carrying commodities? One way to make a profit
  would be to team up with an unscrupulous merchant. First,
  pirate attacks interrupt a world’s access to a needed commod-
  ity (such as food shipments to a non-agricultural mining
  colony), perhaps capturing stocks of these goods from their
  victims. Then the pirate’s unscrupulous partner arrives safely
  with a hold full of those vital goods (either bought cheap 
  elsewhere or taken from the victims). The now-desperate locals
  will pay enough to ensure a handsome profit for both the mer-
  chants and their shadow partner!
  Captured Ships: Sometimes the most lucrative loot is the
  victim’s ship (or any small craft it carries). If they can put a
  prize crew aboard, they can make off with the vessel as well as
  its loot! They may also use a spaceship with a sufficient hangar
  bay or external clamp to carry their prize away. Pirates who do
  cripple their prey must make a judgment call: Do they have the
  skill and time to jury-rig repairs before the authorities arrive?
  Ransoms: Pirates can also take crews and passengers cap-
  tive, and relatives or employers may pay for their return.
  Unfortunately, individual ransom negotiations for random
  captives may be too time consuming or risky to be profitable,
  and tramp freighter crews often have no resources beyond
  their ship, which the pirates already have. Larger merchant
  lines are better able to quietly ransom employees and passen-
  gers. Their insurance policies sometimes cover this expense,
  and there are security firms that they could retain who special-
  ize in hostage negotiations.
  If pirates do acquire random captives, another possibility
  is to sell them “on spec” to a third party who arranges the
  ransoms and collects the money. The biggest profits come
  from high-value targets: a passenger liner or private yacht
  that carries a billionaire, media star, leading scientist, or cor-
  porate CEO.
  Pirates with good intelligence can even plan such raids, per-
  haps with an “inside man” who wishes to share the reward or
  dispose of a rival. Lucky kidnappers will negotiate a quick and
  efficient exchange without involving the authorities. On the
  other hand, dealing with governments is tricky – many states
  utterly refuse to negotiate, and may respond with an all-out
  effort to capture or eliminate the pirates.
  Ransomed Ships: Pirates can take entire ships for ransom,
  arranging to return ship and crew in return for a payment
  that is enough to cover the pirates’ profit margin, even if it’s
  only a fraction of the actual value of the vessel. This is easiest
  with large highly automated cargo ships run by major corpo-
  rations; as with ransoms, such activities might be considered
  a “cost of doing business” in a particular area, and handled
  with no fuss through brokers. A related operation is a protec-
  tion racket in which tolls (in cargo or hard currency) are
  charged for unhindered passage. Such rackets can persist for
  several years until they become intolerable enough for gov-
  ernments (or corporate-hired mercenaries) to send in suffi-
  cient force to shut them down.
  Slaves: Pirate havens can host slave markets. These might
  buy anyone, or  look for specific qualities (race, gender, appear-
  ance, age, skills, etc.). Slave markets can be constrained by
  local laws – perhaps only robots, aliens, or foreigners can be
  enslaved. Those who are pirates due to mutiny against a harsh
  captain or escape from slavery may be unwilling to engage in
  such trade, and may even deliberately target those engaged in
  slaving operations.
  Raiding: Pirates may also target space stations or planetary
  settlements. In particular, pre-industrial settlements are partic-
  ularly vulnerable to slave raiding. Raiding is usually a small
  scale affair, such as small outposts, tiny frontier colonies, or
  isolated mining stations . . . but a pirate fleet, or just one ship
  with powerful weapons (such as nuclear missiles) might con-
  ceivably hold an entire world for ransom! Large scale raids of
  this sort will, of course, result in the full force of any space
  navies deployed against the pirates.
  THE IMPORTANCE
  OF REPUTATION
  A lucky shot can ruin a pirate’s profit margin, so many
  pirate captains prefer to intimidate their victims into surren-
  dering without a fight.
  This works best with a reputation of ruthlessness in com-
  bat, but leniency toward those who surrender. For example, a
  pirate known to take only cargo, spare lives, and leave ships
  intact, may avoid unnecessary fights. However, a reputation
  also creates a bigger target!
  In a similar vein, some pirates prefer to attack corporate-
  owned freightliners rather than small tramp traders. A com-
  pany captain has only his career to worry about – a tramp
  captain owns his own ship and possibly the cargo, and may
  well face financial ruin even if he survives.
  On the other hand, shipping corporations have more pull
  with governments, and repeated attacks on major shipping
  routes will almost certainly trigger naval intervention. Pirates
  worried about the law will stick to marginal systems and the
  tramp traders that serve them, and hope they don’t meet an
  especially fierce merchant!
  SPACE NAVIES AND PIRATES
  7
  
  MILITARY AND PARAMILITARY SPACECRAFT
  8
  This chapter describes several warships built using the
  GURPS Spaceships rules that are representative of common
  types of major combatant vessels. Since GURPS has no
  default interstellar background setting, only a few of the
  many possible combinations of spaceship systems, space
  drive types, and degrees of superscience can be covered.
  These ships are a representative mix of hard science (mostly
  at TL8-10) and superscience (mostly at TL10-12) vessels.
  Since the basic system in GURPS Spaceships is highly mod-
  ular, GMs should find it fairly simple to swap out compo-
  nents, particular drives, and adjust their details in order to fit
  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 TWO
  MILITARY AND
  PARAMILITARY
  SPACECRAFT
  BATTLESHIPS
  Battleships are designed to win space battles. Also called
  dreadnoughts or capital ships, their primary role is to achieve
  space control – defeating an enemy space fleet, then destroying
  any space defense platforms. Battleships may also perform
  vital escort missions, e.g., to protect a force of assault ships
  engaged in a planetary invasion. Their heavy firepower is
  invaluable for planetary bombardment (although some may
  not have weapons that can penetrate planetary atmospheres).
  Battleships are powerful enough to operate alone, and often
  do in peacetime, but in war are usually the flagship of a task
  force. Very large space navies may even have multi-battleship
  squadrons or fleets. When two great battle fleets meet, the out-
  come of an entire war might be determined by a single epic
  engagement . . . and the losers may end up a vast debris field
  that will be picked over by scavengers for decades to come!
  Captains with Rank 5 or 6 command battleships. A battleship
  squadron or battle fleet commander is usually Rank 6 or 7, and
  may be a commodore or admiral. In militaristic societies, battle-
  ships are often the personal flagships (or the residence) of war-
  lords or emperors. Sapient battleships may be godlike entities
  whose benevolence or malevolence shapes galactic events.
  RAGNAROK-CLASS
  BATTLESHIP (TL8)
  Constructed in space using a 30,000-ton (SM +11)
  unstreamlined hull, this warship is the space equivalent of a
  ballistic missile submarine. It is affordable by low-tech worlds
  (usually ones with rival hostile powers). It orbits a few hundred
  thousand miles from its target planet, carrying a tremendous
  load of kinetic kill and nuclear weapons. When it receives an
  attack order, it will boost for the planet, arriving in a few hours
  with enough nuclear firepower to obliterate a nation. Another
  possible mission is more benign: It is an excellent interceptor
  vehicle for incoming asteroids.
  Front Hull
  System
  [1]
  Steel Armor (dDR 15).
  [2]
  Metallic Laminate Armor (dDR 30).
  [3]
  Habitat (78 cabins, gym, ops center, 10-bed
  sickbay, 500 tons cargo).*
  [4]
  Hangar Bay (1,000 tons capacity).*
  [5]
  Medium Battery (three turrets with 12cm
  rapid fire conventional guns).*
  [6]
  Tactical Array (comm/sensor 10).*
  [core]
  Control Room (C5 computer, comm/sensor 8,
  15 control stations).*
  
  MILITARY AND PARAMILITARY SPACECRAFT
  9
  Central Hull
  System
  [1]
  Steel Armor (dDR 15).
  [2]
  Fuel Tank (1,500 tons of bomb pulse units
  with 3 mps delta-V).
  [3-5]
  Tertiary Batteries (each has 30 fixed mounts
  with 32cm missile launchers).*
  [6]
  Secondary Battery (10 turrets with 5cm very
  rapid fire conventional guns).*
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 30).
  [2-3]
  Steel Armor (dDR 15 each).
  [4]
  External Pulsed Plasma Engine (2G
  acceleration).*
  [5-6, core]
  Fuel Tanks (each has 1,500 tons of bomb
  pulse units with 3 mps delta-V).
  * Three workspaces per system.
  The ship has spin gravity (0.3G).
  The typical crew consists of 13 bridge operators (captain,
  executive officer, pilot, engineering officer, navigator, sensor
  operator, two communication officers, three missile battery gun-
  ners, and two tactical officers), 13 turret gunners, 30 techni-
  cians, one medic, and any small craft crews. Multiple crew shifts
  will usually be carried. The ship won’t carry a landing party, but
  may have a security team to protect the nuclear weapons.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL8 HIGH-PERFORMANCE SPACECRAFT
  8
  Ragnarok-class
  200
  -2/5
  13
  2G/12 mps
  30,000
  1,515.6
  +11
  156ASV
  45/15/60
  0
  $1.57B
  ADMIRAL-CLASS
  BATTLESHIP (TL10^)
  This 30,000-ton (SM +11), unstreamlined starship is 500
  feet long. It is about the same mass as a World War II battle-
  ship. The Admiral class is heavily armored and bristles with
  beam and missile firepower. Its powerful fusion torch engines
  let it boost at 1G, and it has a  basic stardrive for interstellar
  flight. Its antimatter reactor gives it plenty of power at rela-
  tively low mass, but unfortunately leaves it vulnerable to cata-
  strophic kills. To mitigate this, the reactor is buried deep in the
  heart of the vessel.
  Front Hull
  System
  [1-3]
  Nanocomposite Armor (dDR 70 each).
  [4-5!]
  Major Batteries (turrets with 10GJ UV
  laser).*
  [6]
  Fuel Tank (holds 1,500 tons hydrogen and
  provides 15 mps delta-V).
  [core]
  Control Room (C9 computer, comm/sensor
  10, 15 control stations).*
  Central Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 140).
  [3]
  Fuel Tank (holds 1,500 tons hydrogen and
  provides 15 mps delta-V).
  [4!]
  Tertiary Battery (20 fixed mount 32cm
  missile launchers, 10 turrets with 300 MJ
  particle beams).*
  [6]
  Habitat (five luxury cabins, 150 cabins, 
  10-bed sickbay, two fabricator minifacs,
  140 tons cargo).*
  [core]
  Antimatter Reactor (four Power Points).*
  Rear Hull
  System
  [1-2]
  Nanocomposite Armor (dDR 70).
  [3!]
  Major Battery (turret with 10 GJ UV laser).*
  [4-5]
  Fusion Torch Engines (0.5G acceleration
  each).*
  [6!]
  Stardrive Engine (FTL-1).*
  * Three workspaces per system.
  It has a stealth hull and spin gravity (0.3G).
  The battleship’s typical crew are 15 bridge operators
  (including the captain, executive officer, pilot, engineering offi-
  cer, navigator, sensor operator, communication officer, missile
  gunner, and tactical officer), 43 turret gunners and 20 missile
  operators, 36 technicians, and one medic. Multiple crew shifts
  are usually carried, plus a squad of marines or security guards.
  It is not merely cruelty that leads men
  to love war; it is excitement.
  – Henry Ward Beecher
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 LOW-PERFORMANCE SPACECRAFT
  10^ Admiral-class
  200
  -2/5
  13
  1G/15 mps
  30,000
  171
  +11
  310ASV
  210/140/140
  1¥
  $3.894B
  
  FENRIS-CLASS ROBOT
  BATTLESHIP (TL11^)
  Not all warships have crews – indeed, sapient artificial intel-
  ligence (that can be trusted) makes it quite advantageous to
  build a vessel without occupants, since there’s no need to
  “waste” space on habitats. Designed as an implacable instru-
  ment of destruction, the Fenris is just such a computer-con-
  trolled automated interstellar dreadnought. It makes up for a
  relatively slow stardrive with extensive long-range weaponry
  and heavy defenses. The major and secondary batteries are
  intended for use against large warships, while the tertiary bat-
  teries are designed for close defense against frigates, fighters,
  and missiles. It has a 300,000 ton (SM +13) hull that is about
  1,000 feet long.
  Front Hull
  System
  [1-3]
  Diamondoid Armor (total dDR 600).
  [4-5!]
  Major Batteries (turret with 100 GJ X-ray
  laser each).
  [6]
  Tactical Array (comm/sensor 15).
  Front Hull
  System
  [core]
  Control Room (C11 computer, comm/sensor
  13, no control stations).
  Central Hull
  System
  [1-2]
  Diamondoid Armor (total dDR 400).
  [3!]
  Secondary Battery (10 turrets with 10 GJ
  gravitic-focus antiparticle beams).
  [4!]
  Tertiary Batteries (30 turrets with 300 MJ
  rapid fire UV lasers).
  [5!]
  Stardrive Engine (FTL-1).
  [6!]
  Heavy Force Screen (dDR 500, or dDR 1,000
  with two Power Points).
  [core]
  Super Fusion Reactor (four Power Points).
  Rear Hull
  System
  [1-2]
  Diamondoid Armor (total dDR 400).
  [3]
  Secondary Battery (10 fixed mount 56cm
  missile launchers).
  [4-5!]
  Super Reactionless Engines (50G acceleration
  each).
  [6]
  Super Fusion Reactor (four Power Points
  each).
  The battleship has total automation and a stealth hull.
  MILITARY AND PARAMILITARY SPACECRAFT
  10
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Fenris-class
  500
  -1/5
  13
  100G/c
  300,000
  0
  +13
  0
  600/400/400*
  1¥
  $76.1485B
  * Plus force screen (dDR 500, or dDR 1,000 if using two Power Points).
  EMPIRE-CLASS
  DREADNOUGHT (TL11^)
  This mighty interstellar warship has a balanced mix of
  speed, acceleration, defense, and firepower. It has less massive
  armor than lower-TL battleships, but makes up for that with a
  powerful force screen. Its massive spinal mount and powerful
  batteries of beam cannon turrets give it devastating firepower,
  backed up by a spacious hangar bay that can carry a virtual
  fleet of small craft. It can also be pressed into service as an
  assault ship, with enough room aboard to carry a large contin-
  gent of ground troops and their vehicles. It uses a 1,500-foot
  long 1,000,000-ton (SM +14) unstreamlined hull.
  Front Hull
  System
  [1-2]
  Hardened Diamondoid Armor (total dDR
  600).
  [3!]
  Spinal Battery (1 TJ antiparticle beam).*
  [4!]
  Secondary Battery (10 turrets with 30 GJ 
  X-ray lasers).*
  [5]
  Tactical Array (comm/sensor 16).*
  [6]
  Hangar Bay (30,000 tons capacity).*
  [core]
  Control Room (C12 computer, comm/sensor
  14, 40 control stations).*
  Central Hull
  System
  [1]
  Hardened Diamondoid Armor (dDR 300).
  [2]
  Habitat (300 luxury cabins and 2,000
  cabins with total life support, 2,750 
  tons cargo, 20 briefing rooms,
  Central Hull
  System
  [2]
  (Habitat continued) five gym establishments,
  10 fabricator minifacs, two labs,
  six offices, large ops center, 100-bed
  hospital sickbay).*
  [3!]
  Tertiary Battery (30 turret mounts with 10 GJ
  X-ray lasers).*
  [4!] 
  Heavy Force Screen (dDR 700 or 1,400).*
  [5-6!]
  Stardrive Engines (FTL-1 each).*
  [core!]
  Spinal Battery (central system).*
  Rear Hull
  System
  [1]
  Hardened Diamondoid Armor (dDR 300).
  [2-3!]
  Super Reactionless Engines (50G acceleration
  each).*
  [4!]
  Spinal Battery (rear system).*
  [5-6]
  Super Fusion Reactors (four Power Points
  each).*
  * 100 workspaces per system.
  It has artificial gravity, gravitic compensators, and a stealth
  hull.
  The battle cruiser’s typical crew consists of 40 bridge oper-
  ators (including the captain, executive officer, pilot, engineer-
  ing officer, navigator, sensor operator, communication officer,
  spinal weapon gunner, tactical officer, and all tertiary battery
  gunners), 10 secondary battery gunners, 1,700 technicians, 10
  medics, and any small craft crew. Multiple crew shifts are often
  carried to provide redundancy. It also has enough room aboard
  to carry a force of several hundred troops.
  
  ADVERSARY-CLASS SUPER
  DREADNOUGHT (TL12^)
  These immense vessels can concentrate enough firepower
  to destroy almost anything. The focused fury of its spinal mass-
  energy conversion beam can take on an entire war fleet or
  destroy a city with a single shot. Even if an opponent does get
  close, the Adversary’s many tertiary batteries, defensive force
  screens, and glittering armor make it almost invulnerable.
  Although fast by lower-TL standards, the Adversary is slow
  for a TL12 design, with a “mere” 500G acceleration. But mak-
  ing up for this is a large hangar bay that can carry a vast swarm
  of smaller escorts (or landing craft). The ship is built using a
  3,000,000-ton (SM +15) unstreamlined 2,000’ hull. An interest-
  ing variant is to upgrade to the cosmic power design option,
  producing a truly terrifying 3 PJ beam . . .
  Front Hull
  System
  [1-2]
  Hardened Exotic Laminate Armor (total dDR
  1,400).
  [3!]
  Heavy Force Screen (dDR 1,500, or dDR
  3,000 with two Power Points).*
  [4]
  Habitat (200 luxury cabins and 8,800 cabins
  with total life support, 4,000 tons cargo,
  30 briefing rooms, 25 gyms, three large
  ops centers, 100 mini nanofacs, 20 cells,
  300-bed hospital sickbay).*
  [5!]
  Tertiary Battery (30 turrets with 3 GJ rapid
  fire gamma-ray lasers).
  Front Hull
  System
  [6!]
  Spinal Battery (3 TJ conversion beam).
  [core]
  Control Room (C13 computer, comm/sensor
  16, 60 control stations).*
  Central Hull
  System
  [1-2]
  Exotic Laminate Armor (total dDR 1,400).
  [3]
  Hangar Bay (100,000 tons).*
  [4-5!]
  Stardrive Engines (FTL-1 each).*
  [6!]
  Tertiary Battery (25 turret mounts with rapid
  fire 3 GJ improved antiparticle beams, five
  turret mounts with 30GJ tractor beams).
  [core]
  Spinal Battery (central system).
  Rear Hull
  System
  [1-2]
  Exotic Laminate Armor (total dDR 1,400).
  [3!]
  Subwarp Engine (500G acceleration).*
  [4!]
  Tertiary Battery (30 turrets with rapid fire 3
  GJ gamma-ray lasers).
  [5!]
  Spinal Battery (rear system).
  [6]
  Total Conversion Reactor (five Power
  Points).*
  * 300 workspaces per system.
  The ship is equipped with artificial gravity and gravitic
  compensators.
  Its typical crew consists of 60 bridge operators (including the
  captain, executive officer, pilot, engineering officer, navigator,
  sensor operator, communication officer, and tactical officer),
  4,200 technicians, 91 gunners, 30 medics, plus any small craft
  crew. It has room aboard for a few thousand troops for security
  or to occupy the target world after the planet surrenders.
  MILITARY AND PARAMILITARY SPACECRAFT
  11
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 HIGH-PERFORMANCE SPACECRAFT
  11^
  Empire-class
  700
  -1/5
  13
  100G/c
  1,000,000
  33,210
  +14
  4,600ASV
  600/300/300*
  2¥
  $264.307B
  * Hardened, plus force screen (dDR 700, or dDR 1,400 if using two Power Points).
  Top air speed is 500 mph.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL12 HIGH-PERFORMANCE SPACECRAFT
  12^ Adversary-class
  1,000
  -1/5
  13
  500G/c
  3,000,000
  105,808
  +15
  18,080ASV
  1,400*
  2¥
  $1,301.3B
  * Front armor is hardened, plus dDR 1,500 force screen (dDR 3,000 if reinforced with second Power Point).
  Top air speed is 5,600 mph.
  CRUISERS
  Cruisers are large, fast space warships, equally capable of
  independent operations, major space battles, and planetary
  bombardment.
  A cruiser is intermediate in size between frigates and battle-
  ships. Heavy cruisers or battle cruisers are very capable com-
  batants, and, if a navy lacks either battleships or big carriers,
  may be the pride of its space fleet. Smaller cruisers are usually
  styled as light cruisers or destroyers, although “destroyer” may
  also refer to a large frigate.
  Cruisers may be employed on solo missions, or lead a small
  task force of frigates or other vessels. Typical solo operations
  include showing the flag, commerce raiding or convoy escort,
  police actions against rebel colonies or unruly natives, strategic
  strikes on lightly defended worlds or stations, and transport of
  vital diplomatic missions. Some navies also use cruisers to
  explore dangerous frontier areas or for hazardous first contacts.
  
  Cruisers often carry a platoon to company-sized unit of secu-
  rity specialists or marines for boarding operations and as a
  landing force for raids and power projection missions.
  Large navies may organize 3-12 vessels into cruiser or
  destroyer squadrons. These may be trained to fight together,
  but just as often such squadrons are for administrative pur-
  poses, and ships are dispatched on their own or assigned to
  mixed naval task forces.
  A cruiser command may be one of the most sought-after
  positions in a space navy, due to the opportunities for inde-
  pendent action and distinction. Captains are usually Rank 4-6.
  A squadron commander is usually Rank 5-6.
  TRINITY-CLASS HEAVY
  CRUISER (TL9)
  External pulsed plasma or “Orion” space drives permit the
  design of powerful high-thrust warships even at low TLs – if the
  designer accepts the cost and proliferation risk associated with
  fueling a ship with thousands of atomic bombs! This 10,000-ton
  (SM +10) streamlined design devotes much of its mass to
  weaponry and armor. While useful for interplanetary voyages
  (e.g., Earth to Mars in a few months) it’s intended for local
  space operations, e.g., a battle around a planet and its moon, or
  control of a gas giant’s satellites. The cramped interior is in
  zero-G when the ship is not accelerating, so any crew who are
  not adapted to such conditions will require drugs or exercise.
  The spaceship resembles a blunt bullet, with a large pusher
  plate mounted behind. It uses an external nuclear pulse drive
  for propulsion, riding the shock wave of multiple nuclear
  explosions. Much of its mass is devoted to rear armor (repre-
  senting the ship‘s pusher plate and radiation shielding). As
  such, a common tactical maneuver is to accelerate toward the
  enemy, launch a barrage of missiles, then turn to impose the
  plate to soak up return fire. The Trinity is designed to be capa-
  ble of lifting off from an Earth-like planet in an emergency, but
  due to the environmental effects of multiple pulse bomb
   detonations, will usually operate from space or desolate lunar
  or asteroid bases.
  Front Hull
  System
  [1-2]
  Advanced Metallic Laminate Armor (total
  dDR 40).
  [3]
  Habitat (two luxury cabins, 40 cabins,
  six-bed sickbay, fabricator minifac,
  and 45 tons cargo).*
  [4!]
  Major Battery (fixed mount 3 GJ laser).*
  [5]
  Secondary Battery (10 fixed mounts with
  32cm missile launchers).*
  [6]
  Hangar Bay (300 tons capacity).*
  [core]
  Control Room (C7 computer, comm/sensor 9,
  only seven control stations).*
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  20).
  [2!]
  Secondary Battery (four turrets with 30 MJ
  rapid fire lasers, two turrets with 8cm
  rapid fire electromagnetic guns, four
  turrets with 16cm conventional guns).*
  [3-6]
  Fuel Tanks (each with 500 tons of bomb
  pulse units with 4 mps delta-V).
  Rear Hull
  System
  [1-3]
  Advanced Metallic Laminate Armor (total
  dDR 60).
  [4-5]
  External Pulsed Plasma Engines (2G
  acceleration each).*
  [6]
  Fuel Tank (500 tons of bomb pulse units with
  4 mps delta-V).
  [core]
  Fission Reactor (one Power Point)*.
  * One workspace per system.
  Typical crew consists of seven bridge operators (including the
  captain, pilot, engineering officer, navigator/sensor operator,
  missile gunner, laser gunner, and tactical officer), 10 turret gun-
  ners, nine technicians, and one medic, plus any small craft crew.
  MILITARY AND PARAMILITARY SPACECRAFT
  12
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 HIGH-PERFORMANCE SPACECRAFT
  9
  Trinity-class
  150
  -2/5
  13
  4G/20 mps
  10,000
  353.4
  +10
  84ASV
  40/20/60
  0
  $576.35M
  Top air speed is 5,000 mph.
  VICTORY-CLASS SPACE
  CRUISER (TL10)
  This heavily armored, multi-mission, interplanetary cruiser
  is propelled by a fusion pulse drive – more expensive to oper-
  ate than the fusion rockets preferred by many merchant ships
  at TL10, but with superior acceleration. It uses a 10,000-ton
  (SM +10) unstreamlined hull that is about 300 feet long, and is
  equipped with spin gravity for crew comfort during long inter-
  planetary voyages. The main armaments are a forward particle
  accelerator for ship killing and a missile battery for anti-ship
  and planetary bombardment missions. It also has a laser bat-
  tery for self defense, a sizable hangar bay for small craft such
  as drop ships, and enough room in its habitat for a platoon of
  marines and their equipment.
  Front Hull
  System
  [1-3]
  Nanocomposite Armor (total dDR 150 ).
  [4!]
  Major Battery (fixed mount 3 GJ particle
  beam).*
  [5]
  Hangar Bay (300 tons capacity).*
  [6]
  Habitat (two luxury cabins, 12 cabins, 13
  bunkrooms, six-bed automed sickbay,
  briefing room, gym, minifac fabricator,
  100 tons cargo).
  [core]
  Control Room (C9 computer, comm/sensor
  10, 10 control stations).*
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 50).
  [2!]
  Secondary Battery (10 turrets with 300 MJ
  lasers).*
  
  Central Hull
  System
  [3-5]
  Fuel Tanks (each with 500 tons of fuel pellets
  with 10 mps delta-V).
  [6]
  Secondary Battery (10 fixed mounts with
  32cm missile launchers).*
  Rear Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 100).
  [3-4]
  Fuel Tanks (each with 500 tons of fuel pellets
  with 10 mps delta-V).
  [5-6]
  Fusion Pulse Drive Engines (0.05G
  acceleration each).*
  [core]
  Fusion Reactor (two Power Points)*.
  * One workspace per system.
  The cruiser has spin gravity (0.2G) and exposed radiators.
  The usual crew consists 40 personnel (8 officers, 16 petty
  officers and 16 ratings). There are 10 bridge operators (cap-
  tain, tactical officer plus two watches each comprising a pilot,
  engineering officer, navigator/sensor operator, and gunner), 
  10 turret gunners, 20
  technicians in two
  watches, plus any
  small 
  craft 
  crew.
  Accommodation 
  is
  two luxury cabins for
  captain and tactical
  officer, single cabins
  for the chief pilot and
  chief engineer, dou-
  ble cabins for other
  officers and petty
  officers 
  plus 
  four
  bunkrooms for the
  ratings. The vessel
  also has bunkrooms
  for a landing force of
  40 space marines
  MILITARY AND PARAMILITARY SPACECRAFT
  13
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 HIGH-PERFORMANCE SPACECRAFT
  10
  Victory-class
  150
  -2/5
  13
  0.1G/50 mps
  10,000
  407.4
  +10
  74ASV
  150/50/100
  0
  $828.1M
  TSUNAMI-CLASS STRIKE
  CRUISER (TL10^)
  This is a fast, missile-armed warship designed for interstel-
  lar power projection. It uses an unstreamlined 10,000-ton (SM
  +10) hull, but it is lightly armored, relying instead on active
  anti-missile and electronic defenses. Rather than being built
  for close combat, the Tsunami is intended to fight a long-range
  space battles or bombard surface bases, and relies on its very
  heavy missile armament to win naval engagements or pummel
  a planetary target into submission.
  Front Hull
  System
  [1]
  Hardened Nanocomposite Armor (dDR 50).
  [2]
  Hangar Bay (300 tons capacity).
  [3-4]
  Defensive ECM.*
  [5!]
  Secondary Battery (eight fixed mount 32cm
  missile launchers, two turrets with 300 MJ
  UV laser).*
  [6]
  Tactical Array (comm/sensor 12).*
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 50).
  [2!]
  Major Battery (turret with 30 MJ very rapid
  fire improved laser).*
  [3]
  Tertiary Battery (30 fixed mount 28cm
  missile launchers).*
  Central Hull
  System
  [4]
  Habitat (two luxury cabins, 25 cabins,
  10 bunkrooms, six-bed sickbay,
  two offices, briefing room, fabricator
  minifac, 45 tons cargo).*
  [5-6]
  Fuel Tanks (each with 500 tons of hydrogen
  with 15 mps delta-V).
  [core]
  Control Room (C9 computer, comm/sensor
  10, 10 control stations).*
  Rear Hull
  System
  [1]
  Nanocomposite Armor (dDR 50).
  [2]
  Fuel Tank (500 tons of hydrogen with 15 mps
  delta-V).
  [3]
  Tertiary Battery (30 fixed mount 28cm
  missile launchers).*
  [4!]
  Stardrive Engine (FTL-1).*
  [5-6]
  Fusion Torch Engines (0.5G acceleration
  each).*
  [core]
  Fusion Reactor (two Power Points)*.
  * One workspace per system.
  The typical crew are 10 bridge operators (captain, pilot,
  engineering officer, navigator, two sensor operators, three mis-
  sile gunners, and communications officer), three beam turret
  gunners, 14 technicians, and one medic, along with any extra
  crew needed for small craft carried in the hangar. Extra shifts
  are often carried, sometime augmented by a platoon-sized
  force of marines for shore operations.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 HIGH-PERFORMANCE SPACECRAFT
  10^ Tsunami-class
  150
  -2/5
  13
  1G/45 mps
  10,000
  364.4
  +10
  94ASV
  50*
  1¥
  $1,380.5M
  * Front armor is hardened.
  
  SWORD-CLASS HEAVY
  CRUISER (TL11^)
  This is a very fast and well-protected reactionless drive star-
  ship. It’s designed almost exclusively for ship-to-ship battles,
  with a heavy armament of X-ray lasers and missiles, and a
  powerful defensive force screen. Its 30,000-ton (SM +11)
  streamlined hull is about 500 feet long, with good acceleration
  and interstellar performance. It can blast directly off from a
  terrestrial planet’s surface, so the design does not include pro-
  vision for carrying smaller craft.
  Front Hull
  System
  [1-2]
  Hardened Diamondoid Armor (total dDR
  140).
  [3!]
  Major Battery (one fixed mount 10 GJ X-ray
  laser).*
  [4]
  Defensive ECM.
  [5]
  Multipurpose Array (comm/sensor 13).*
  [6]
  Habitat (five luxury cabins and 60 cabins 
  with total life support, 10-bed automed 
  clinic sickbay, two fabricator minifacs, 
  briefing room, gym, lab, and 215 tons 
  cargo).*
  Central Hull
  System
  [1-2]
  Hardened Diamondoid Armor (total dDR
  140).
  [3!]
  Major Battery (with one 10 GJ X-ray laser
  turret).*
  Central Hull
  System
  [4!]
  Secondary Battery (with 10 very rapid fire
  10MJ X-ray laser turrets).*
  [5-6!]
  Stardrive Engines (FTL-1 each).*
  [core]
  Control Room (C10 computer, comm/sensor
  11, 15 control stations).*
  Rear Hull
  System
  [1]
  Hardened Diamondoid Armor (dDR 70).
  [2-3!]
  Super Reactionless Engines (50G acceleration
  each).*
  [4!]
  Heavy Force Screen (dDR 200 or dDR 400).*
  [5]
  Secondary Battery (10 fixed mounts with
  40cm missile launchers).
  [6]
  Fusion Reactor (two Power Points).*
  [core]
  Super Fusion Reactor (four Power Points).*
  * Three workspaces per system.
  The ship has artificial gravity and gravitic compensators,
  and a stealth and dynamic chameleon hull.
  The usual crew are 15 bridge operators (captain, executive
  officer, pilot, two engineering officers, navigator, two sensor
  operators, communication
  officer, chief gunner, four
  gunners, and a tactical offi-
  cer), 45 technicians, one
  medic, and all necessary
  small craft pilots and flight
  crews. Multiple crew shifts
  are usually carried.
  MILITARY AND PARAMILITARY SPACECRAFT
  14
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 HIGH-PERFORMANCE SPACECRAFT
  11^
  Sword-class
  200
  0/5
  13
  100G/c
  30,000
  228
  +11
  130ASV
  100/100/50*
  2¥
  $8.487B
  * Hardened, plus dDR 200 (or 400 if fully powered) force screen.
  Top air speed is 25,000 mph.
  ECLIPSE-CLASS BATTLE
  CRUISER (TL12^)
  Built for strategic surprise strikes and commerce raiding,
  the Eclipse uses its superscience cloaking device to stalk its
  adversaries and unleash a devastating close-range attack. Its
  30,000-ton (SM +11) unstreamlined hull is 500 feet long. The
  ship’s primary weaponry is its powerful spinal conversion
  beam. While it has moderately thick (and quite sophisticated)
  armor, the attack cruiser relies on its force screen and cloaking
  device for defense. It lacks the power to operate every high-
  energy system at once.
  Front Hull
  System
  [1-2]
  Exotic Laminate Armor (total dDR 300).
  [3!]
  Spinal Battery (30 GJ conversion beam).*
  [4]
  Tactical Array (comm/sensor 14).*
  [5!]
  Cloaking Device.*
  [6]
  Defensive ECM.*
  [core]
  Control Room (C11 computer, comm/sensor
  12, 15 control stations).*
  Central Hull
  System
  [1]
  Exotic Laminate Armor (dDR 150).
  [2]
  Habitat (10 luxury cabins, 120 cabins,
  10-bed automed clinic sickbay, six teleport
  projectors, one replicator fabricator,
  215 tons cargo).*
  [3!]
  Secondary Battery (10 turrets with 1 GJ
  particle beams).*
  [4!]
  Heavy Force Screen (dDR 300 or dDR 600).*
  [5-6!]
  Stardrive Engines (FTL-1 each).*
  [core!]
  Spinal Battery (central system).*
  Rear Hull
  System
  [1]
  Exotic Laminate Armor (dDR 150).
  [2!]
  Spinal Battery (rear system).*
  [3-5!]
  Subwarp Engines (500G acceleration each).*
  [6]
  Total Conversion Reactor (five Power
  Points).*
  * Three workspaces per system.
  The ship has a stealth hull, artificial gravity, and gravitic
  compensators.
  
  The ship’s usual crew are 15 bridge operators (captain, tac-
  tical officer/plasma gunner, pilot, engineering officer, 10 gun-
  ners, and a navigator/sensor operator), 48 technicians, and one
  medic, plus all necessary small craft pilots and flight crews.
  Extra crew shifts and a platoon-sized marine boarding party
  are often carried.
  MILITARY AND PARAMILITARY SPACECRAFT
  15
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL12 HIGH-PERFORMANCE SPACECRAFT
  12^
  Eclipse-class
  200
  0/5
  13
  1,500G/c
  30,000
  241
  +11
  260ASV
  300/150/150*
  2¥
  $9.951B
  * Plus a dDR 300 force screen (dDR 600 with a second Power Point).
  Top air speed is 9,700 mph.
  INTREPID-CLASS FRONTIER
  CRUISER (TL12^)
  This large star cruiser is designed for frontier sector patrol
  and defense and deep galactic exploration missions. It might
  be the flagship of a scout service, or the pride of space force
  that lacks purpose-designed battleships.
  Built with an unstreamlined 100,000-ton (SM +12) 900-
  foot-long hull, it is lightly armed for its size and thin-skinned
  (so it’s a battle cruiser instead of a battleship), relying on a force
  screen for defense. However, it has plenty of FTL speed and
  versatile abilities, thanks to its bunk capacity, laboratories, and
  hangar deck. Its powerful tractor beam and teleport projectors
  are useful for grappling and boarding enemy vessels. Crew
  comfort on multi-year interstellar cruises was a design priority.
  The frontier cruiser is not as combat-capable as a dedicated
  warship, but its size, powerful frontal armament, and
  advanced design still make it a formidable adversary.
  Front Hull
  System
  [1]
  Exotic Laminate Armor (dDR 200).
  [2-3!]
  Major Batteries (each has a fixed mount 30
  GJ disintegrator).*
  [4!]
  Medium Battery (three fixed mount 56cm
  warp missile launchers).*
  [5]
  Control Room (C12 computer, comm/sensor
  13, only eight control stations).*
  [6]
  Multipurpose Array (comm/sensor 15).*
  [core]
  Habitat (20 luxury cabins and 200 cabins
  with total life support, 20-bed automed
  clinic sickbay, eight teleport projectors,
  three briefing rooms, two replicator
  minifacs, 10 offices, 20 labs, gym,
  375 tons cargo).*
  Central Hull
  System
  [1]
  Exotic Laminate Armor (dDR 200).
  [2!] 
  Heavy Force Screen (dDR 500 or 1,000).*
  Central Hull
  System
  [3!]
  Medium Battery (turret with 10 GJ tractor
  beam, two turrets each with 10 GJ
  disintegrators).
  [4-6!]
  Super Stardrive Engines (FTL-2 each).*
  [core]
  Habitat (10 luxury cabins and 50 cabins with
  total life support, large ops center, three
  offices, 20 cells, 10-bed automed clinic
  sickbay, rec room establishment, 10
  replicator minifacs, 2,025 tons cargo).*
  Rear Hull
  System
  [1]
  Exotic Laminate Armor (dDR 200).
  [2]
  Hangar Bay (3,000 tons capacity).*
  [3-4!]
  Subwarp Reactionless Engines (500G
  acceleration each).*
  [5-6!]
  Antimatter Reactors (four Power Points
  each).*
  * 10 workspaces per system.
  The cruiser has artificial gravity and gravitic compensators.
  Typical crew are eight bridge operators (captain, executive
  officer, pilot, engineering officer, navigator, gunner, science
  officer, communication officer, and tactical officer), three tur-
  ret gunners, one teleport bay operator, 20 scientists, 170 tech-
  nicians, and two medics, plus any necessary crew for the small
  craft. Multiple shifts are usually carried. It will also carry a pla-
  toon to company-sized force of security personnel or marines
  for boarding and landing parties.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL12 HIGH-PERFORMANCE SPACECRAFT
  12^ Intrepid-class
  300
  +1/5
  13
  1,000G/c
  100,000
  5,144
  +12
  640ASV
  200*
  6¥
  $37.3126B
  * Plus dDR 500 force screen (dDR 1,000 if using two Power Points).
  Top air speed is 7,900 mph.
  
  These small warships – variously called patrol ships,
  corvettes, or frigates – are intended for escort, scouting, and
  patrol operations. A spacefaring nation with no real foreign
  military threats, or with space demilitarized by treaty, may
  have patrol ships as the only armed vessels in use. A spacefar-
  ing nation with a limited military budget may also field a
  “frigate navy.” Frigates may be operated by paramilitary agen-
  cies, mercenaries, or even well-to-do pirates, although most of
  the latter are mutinous ex-military vessels.
  Frigates are the smallest warships that space navies like to
  operate independently on extended voyages. They are the work-
  horses of a space navy, handling a wide variety of different mis-
  sions. Single frigates or small task forces are often used to show
  the flag at colonies too small to warrant visiting with a larger
  ship, or to provide “presence” by patrolling disputed or frontier
  regions. They also handle contingencies such as blockades and
  gunboat diplomacy. More typical peacetime operations include
  customs and safety inspections, rescue missions, and countering
  piracy, smuggling, hijacking, and terrorism. Most frigates carry
  a small boarding party (either armed crew members, patrol offi-
  cers, or marines). Elite space patrol officers or troubleshooters
  may even be assigned personal patrol ships!
  In wartime, patrol ships may protect merchant vessels, hunt
  pirates, and counter enemy raiders. They may also serve in task
  forces, adding firepower and screening other vessels from
  attack. In interstellar wars, they may scout enemy systems,
  guard minor systems, or operate in squadrons (sometimes led
  by a cruiser) to perform raids. If faster-than-light drives exist,
  the scouting role is especially important: Navies will want to
  know who is occupying the next solar system, and how strong
  their defenses are. Frigates also engage in counter-scouting
  operations, patrolling the fringes of a solar system, and driving
  off or destroying enemy scouts.
  A patrol ship or frigate is often the first “independent com-
  mand” of a naval officer, usually at Rank 3 for a single frigate
  or Rank 4 for a frigate squadron.
  ANSON-CLASS SPACE
  PATROL SHIP (TL9^)
  These are small paramilitary spacecraft built using a
  streamlined 300-ton (SM +7) hull, used by cultures who don’t
  consider the highly radioactive drive a problem. They are
  designed for local-space patrols, but can make interplanetary
  voyages. A small external clamp allows it to tow damaged ves-
  sels and wayward satellites. It can blast straight into orbit from
  an Earth or Mars-sized world.
  Front Hull
  System
  [1]
  Metallic Laminate Armor (dDR 5).
  [2!]
  Major Battery (turret with 100 MJ laser).
  [3]
  Habitat (cabin, bunkroom).
  [4]
  Habitat (two sickbay beds).
  [5]
  Habitat (cell, five tons cargo).
  [6]
  Secondary Battery (two fixed 20cm missile
  launchers; 12 tons cargo).
  [core]
  Control Room (C5 computer, comm/sensor 5,
  three control stations).
  Central Hull
  System
  [1] 
  Metallic Laminate Armor (dDR 5).
  [2-5]
  Fuel Tanks (each with 15 tons of uranium
  saltwater fuel with 3 mps delta-V).
  [6]
  External Clamp.
  [core]
  Engine Room (one workspace).
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 5).
  [2-3] 
  Fuel Tanks (each with 15 tons of uranium-
  saltwater fuel with 3 mps delta-V).
  [4-5!]
  Nuclear Saltwater Rocket Engines (2G
  acceleration each)
  [6]
  Fission Power Plant (one Power Point).
  MILITARY AND PARAMILITARY SPACECRAFT
  16
  FRIGATES AND PATROL SHIPS
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 HIGH-PERFORMANCE SPACECRAFT
  9^
  Anson-class
  50
  -1/5
  13
  4G/18 mps
  300
  13
  +7
  12ASV
  5
  0
  $8.93M
  Top air speed is 5,000 mph.
  DEIMOS-CLASS
  FRIGATE (TL10)
  This is a small but tough in-system warship. Using its fusion
  pulse drive, it can quickly accelerate to fast interplanetary
  velocities and respond to incidents across the solar system,
  while still retaining a large reaction mass reserve for tactical
  maneuvers. The living quarters rotate for a small amount of
  artificial gravity, but it is cramped aboard. It cannot takeoff or
  land on a planet itself, and so carries a shuttle or boarding
  craft. It is built using a 1,000-ton (SM +8) unstreamlined hull,
  and is 180 feet long.
  Front Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  15).
  [2-3]
  Nanocomposite Armor (total dDR 40).
  [4!]
  Major Battery (fixed 300 MJ improved laser).
  [5]
  Habitat (two cabins, two bunkrooms, one-
  bed automed sickbay, five tons cargo).
  [6]
  Hangar Bay (30 tons).
  [core]
  Control Room (C8 computer, comm/sensor 7,
  four control stations).
  
  Central Hull
  System
  [1] 
  Advanced Metallic Laminate Armor 
  (dDR 15).
  [2!]
  Medium Battery (three turrets with 100 MJ
  improved lasers).
  [3-6]
  Fuel Tanks (each with 50 tons fuel pellets
  with 10 MPS delta-V).
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 15).
  [2] 
  Nanocomposite Armor (dDR 20).
  Rear Hull
  System
  [3-5]
  Fusion Pulse Drive (0.05G acceleration each).
  [6]
  Engine Room (one workspace).
  [core]
  Fusion Reactor (two Power Points).
  It has spin gravity (0.1G) and exposed radiators.
  The typical complement are four bridge crew (captain/pilot,
  navigator, sensor/missile operator, engineering officer), three
  turret gunners, and an engine room technician. A squad-sized
  or smaller boarding party will sometimes also be carried.
  MILITARY AND PARAMILITARY SPACECRAFT
  17
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 LOW-PERFORMANCE SPACECRAFT
  10
  Deimos-class
  70
  -2/5
  13
  0.15G/40 mps
  1,000
  36.2
  +8
  12ASV
  55/15/35
  0
  $77.8M
  BATTLE-CLASS
  FRIGATE (TL10^)
  This interstellar warship is designed for interstellar patrol,
  strike, and convoy escort operations. Built with a 3,000-ton
  (SM +9) streamlined hull, it offers a well-balanced design
  whose torch drive provides enough thrust and delta-V to take
  off or land on an Earth-sized planet. Like many smaller war-
  ships, it has no artificial gravity, but this is less important as it
  can boost at 1G for fairly lengthy periods.
  Front Hull
  System
  [1-2]
  Nanocomposite Armor (total dDR 40).
  [3]
  Habitat (12 cabins, five-bed sickbay, 15 tons
  cargo).
  [4-5]
  Medium Batteries (each with three fixed
  mount 32cm missile launchers).
  [6]
  Tactical Array (comm/sensor 10).
  [core]
  Control Room (C8 computer, comm/sensor 8,
  six control stations).*
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 20).
  [2!]
  Major Battery (1 GJ UV laser turret).
  Central Hull
  System
  [3-4]
  Fuel Tanks (each with 150 tons of hydrogen
  with 15 mps delta-V).
  [5!]
  Major Battery (1 GJ UV laser turret).
  [6]
  Engine Room (two workspaces).
  Rear Hull
  System
  [1]
  Nanocomposite Armor (dDR 20).
  [2-3!]
  Fusion Torch Engines (0.5G acceleration
  each).
  [4]
  Secondary Battery (10 fixed mount 28cm
  missile launchers).
  [5!]
  Stardrive Engines (FTL-1).
  [6]
  Defensive ECM.
  [core]
  Fusion Power Plant (two Power Points).
  The usual complement manning
  the vessel are six bridge crew (cap-
  tain, pilot, navigator/sensor operator,
  two missile gunners/sensor opera-
  tors, chief engineer), a medic, two
  turret gunners, and two technicians.
  A second shift are often carried, and
  the ship may also be assigned a
  squad-sized marine boarding party.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 HIGH-PERFORMANCE SPACECRAFT
  10^
  Battle-class
  100
  -1/5
  13
  1G/30 mps
  3,000
  17.4
  +9
  24ASV
  40/20/20
  1¥
  $387M
  COSSACK-CLASS
  PATROL SHIP (TL10^)
  This is a small fusion-drive patrol ship, built for high speed
  and acceleration, with very good sensors. The interior is very
  cramped, with a small cargo hold split between supplies and
  planetary scouting equipment. It uses a 300-ton (SM +7)
  streamlined hull.
  Front Hull
  System
  [1]
  Nanocomposite Armor (dDR 10).
  [2]
  Habitat (cabin, one-bed sickbay).
  Front Hull
  System
  [3]
  Habitat (cabin, five tons cargo).
  [4]
  Multipurpose Array (comm/sensor 8).
  [5-6]
  Defensive ECM.
  [core]
  Control Room (C7 computer, comm/sensor 6,
  three control stations).
  Central Hull
  System
  [1]
  Nanocomposite Armor (dDR 10).
  [2!]
  Medium Battery (two fixed mount 24cm
  missile launchers, one turret with 30 MJ
  improved laser).
  [3]
  Engine Room (one workspace).
  
  Central Hull
  System
  [4-6]
  Fuel Tanks (15 tons of hydrogen with 15 mps
  delta-V each).
  Rear Hull
  System
  [1]
  Nanocomposite Armor (dDR 10).
  [2-4]
  Fusion Torch Drives (0.5G acceleration each).
  Rear Hull
  System
  [5-6!]
  Stardrive Engines (FTL-1 each).
  [core]
  Fusion Reactor (two Power Points).
  The normal complement consists of three bridge crew (a
  pilot/engineer, who is usually also the captain, a naviga-
  tor/gunner, and a sensor/intelligence officer) and one engine
  room technician (sometimes stationed on the bridge).
  MILITARY AND PARAMILITARY SPACECRAFT
  18
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 HIGH-PERFORMANCE SPACECRAFT
  10^ Cossack-class
  50
  -1/5
  13
  1.5G/45 mps
  300
  5.4
  +7
  4ASV
  10
  2¥
  $46.6M
  Top air speed is 3,100 mph.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 HIGH-PERFORMANCE SPACECRAFT
  11^
  Tiger-class
  100
  1/5
  13
  150G/c
  3,000
  17
  +9
  20ASV 60/30/30*
  2¥
  $825.6M
  * Armor is hardened, plus dDR 100 (200 if using an extra Power Point) force screen.
  Top air speed is 31,000 mph.
  TIGER-CLASS
  FRIGATE (TL11^)
  This fast, reactionless-drive starship is intended for fleet
  escort, commerce raiding, long-range patrol, and fleet or con-
  voy escort. It is built on a 3,000-ton (SM +9) streamlined hull,
  with beam weapons optimized for ship-to-ship combat rather
  than planetary bombardment. It can lift off directly from plan-
  etary surfaces.
  Front Hull
  System
  [1-2]
  Hardened Diamondoid Armor (total dDR 60).
  [3]
  Habitat (10 cabins, six-bed automed sickbay,
  minifac fabricator, 15 tons cargo).
  [4!]
  Major Battery (fixed mount 1 GJ antiparticle
  beam).
  [5]
  Tactical Array (comm/sensor 11).
  [6!]
  Heavy Force Screen (dDR 100 or dDR 200).
  [core]
  Control Room (C9 computer, comm/sensor 9,
  six control stations).
  Central Hull
  System
  [1]
  Hardened Diamondoid Armor (dDR 30).
  [2-3!]
  Major Battery (each has a 1 GJ X-ray laser
  turret).
  [4-5!]
  Stardrive Engines (FTL-1 each).
  [6, core]
  Super Fusion Reactors (four Power Points
  each).
  Rear Hull
  System
  [1]
  Hardened Diamondoid Armor (dDR 30).
  [2]
  Engine Room (two workspaces).
  [3-5!]
  Super Reactionless Engines (50G acceleration
  each).
  [6!]
  Major Battery (one turret with very rapid fire
  10 MJ improved UV laser).
  The frigate has artificial gravity and gravitic compensators,
  and also has a stealth hull and dynamic chameleon surface.
  The usual crew complement consists of six bridge crew
  (captain, navigator, sensor operator, pilot, comm officer, engi-
  neering officer), four turret gunners, a ship’s doctor, and two
  technician. A squad-sized boarding party is often carried.
  VIXEN-CLASS
  PATROL SHIP (TL11^)
  This is a fast and agile armed starship, optimized for scout-
  ing missions, and capable of atmospheric and space opera-
  tions. It relies on electronic countermeasures rather than
  armor for defense, but its cloaking device, force screen and
  good armor makes it a capable small combatant – it is some-
  times used as an interstellar patrol ship. It’s built on a 300-ton
  (SM +7) streamlined hull, and is 150 feet long.
  Front Hull
  System
  [1-2]
  Diamondoid Armor (total dDR 30).
  [3]
  Multipurpose Array (comm/sensor 9).
  Front Hull
  System
  [4-6]
  Defensive ECM.
  [core]
  Control Room (C8 computer, comm/sensor 7,
  only two control stations).
  Central Hull
  System
  [1]
  Diamondoid Armor (dDR 15).
  [2]
  Habitat (bunkroom, one-bed automed
  sickbay).
  [3!]
  Major Battery (turret with 100 MJ X-ray
  laser).
  [4!]
  Cloaking Device.
  [5!]
  Light Force Screen (dDR 50).
  [6]
  Engine Room (one workspace).
  
  Rear Hull
  System
  [1-2]
  Diamondoid Armor (total dDR 30)
  [3-4!]
  Stardrive Engines (FTL-1 each).
  [5-6!]
  Super Reactionless Engine (50G acceleration).
  [core]
  Super Fusion Reactor (four Power Points).
  The ship has a stealth hull, gravitic compensators, and arti-
  ficial gravity.
  The ship is operated by a pilot, navigator/gunner, and engi-
  neer, and one technician.
  MILITARY AND PARAMILITARY SPACECRAFT
  19
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 HIGH-PERFORMANCE SPACECRAFT
  11^
  Vixen-class
  50
  1/5
  13
  100G/c
  300
  0.2
  +7
  4ASV
  30/15/30*
  2¥
  $72.2M
  * Plus dDR 50 force screen.
  Top air speed is 25,000 mph.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL12 HIGH-PERFORMANCE SPACECRAFT
  12^ Seraphim-class
  70
  +2/5
  12
  1,000G/c
  1,000
  6
  +8
  10ASV 100/50/50*
  2¥
  $350M
  * Front armor is hardened, plus dDR 100 (200 if using an extra Power Point) force screen.
  Top air speed is 7,900 mph.
  SERAPHIM-CLASS
  FRIGATE (TL12^)
  This small but potent warship handles both system defense
  and deep penetration raids, and is sometimes used for special
  operations by interstellar patrol officers or intelligence agents.
  Its expensive drives, spinal gamma-ray laser, and advanced
  cloak and force fields make it far more effective and survivable
  than its size indicates. It uses a 1,000-ton (SM +8) unstream-
  lined hull, and is 250 feet long.
  Front Hull
  System
  [1-2]
  Hardened Exotic Laminate Armor (total dDR
  100).
  [3]
  Habitat (cabin, two bunkrooms, two-bed
  automed sickbay, five tons cargo).
  [4]
  Tactical Array (comm/sensor 11).
  [5!]
  Spinal Battery (1 GJ gamma-ray laser).
  [6]
  Defensive ECM.
  [core]
  Control Room (C10 computer, comm/sensor
  9, four control stations).
  Central Hull
  System
  [1]
  Exotic Laminate Armor (dDR 50).
  [2!]
  Medium Battery (two turrets with 10 MJ
  rapid fire gravitic-focus antiparticle
  beams, one with 100 MJ tractor beam).
  [3!]
  Heavy Force Screen (dDR 100 or dDR 200).
  [4!]
  Cloaking Device.
  [5]
  Total Conversion Reactor (five Power Points).
  [6]
  Engine Room (one workspace).
  [core!]
  Spinal Battery (central system).
  Rear Hull
  System
  [1]
  Exotic Laminate Armor (dDR 50).
  [2-3!]
  Stardrive Engines (FTL-1 each).
  [4!]
  Spinal Battery (rear system).
  [5-6!]
  Subwarp Drives (500G each).
  The ship has gravitic compensators and artificial gravity,
  plus dynamic chameleon and stealth hull options.
  Normal crew are a captain, pilot, comm/sensor officer, two
  gunners, chief engineer, and a technician.
  PIRATE SHIPS AND Q-SHIPS
  Pirate ships (including privateers) are intended to capture
  and loot merchant vessels. A pirate ship needs combat capabil-
  ity, provision for boarding other vessels, and room for storing
  cargo and captives. Ideally, it should also look innocuous enough
  to enter ports without undue attention, and be relatively inex-
  pensive to own and operate. Many pirates are just armed mer-
  chant ships, but if safe pirate havens (pp. 5-6) are available, they
  sometimes receive fairly extensive modifications.
  Q-ships (the name dates back to the WWI) are merchant
  vessels fitted with extra armament to give pirates and raiders a
  nasty surprise. Q-ships are usually crewed and run by navies,
  but some may be operated by private pirate-hunters. Q-ships
  have a deterrence role well out of proportion to their actual
  numbers – cautious pirates may head elsewhere just on reports
  that one is in the area. A Q-ship may be functionally identical
  to a pirate vessel, although often with better equipment and
  heavier armament, thanks to wealthy patrons.
  Most pirates and Q-ships are simply patrol or scout ships
  used by mercenaries, renegades, or stock armed merchant ves-
  sels, sometimes with a minor upgrade in their weapons fit (see
  GURPS Spaceships 2: Traders, Liners, and Transports).
  Here are two examples of converted commercial ships.
  
  LOKI-CLASS
  CORSAIR (TL10^)
  This is a heavy freightliner with small weapon batteries
  replacing some of the holds and the original steel hull reinforced
  with internal nanocomposite panels (the resulting hybrid is
  assumed to be equivalent to metallic laminate armor). Built on
  an unstreamlined hull, the ship masses 10,000 tons (SM +10)
  and is about 450 feet long. It cannot lift off from an Earth-sized
  planet, and so must rely on orbital port facilities or shuttlecraft.
  Front Hull
  System
  [1]
  Metallic Laminate Armor (dDR 20).
  [2]
  Habitat (five cabins, two-bed automed sickbay,
  minifac fabricator, 255 tons cargo).*
  [3-5]
  Cargo Holds (500 tons capacity each).
  [6]
  Hangar Bay (300 tons capacity).*
  Central Hull
  System
  [1]
  Metallic Laminate Armor (dDR 20).
  [2-5]
  Cargo Hold (500 tons cargo each).
  [6]
  Tertiary Batteries (10 fixed-mount 28cm
  missile launchers and 350 tons cargo
  each).*
  Central Hull
  System
  [core]
  Control Room (C9 computer, comm/sensor 9,
  only six control stations).*
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 20).
  [2!]
  Secondary Battery (one turret with 30 MJ
  rapid fire particle beam, 450 tons cargo).
  [3-4]
  Fuel Tanks (500 tons of hydrogen providing
  15 mps delta-V each).
  [5!]
  Stardrive Engine (FTL-1).*
  [6]
  Fusion Torch Engine (0.5G acceleration).*
  [core]
  Fusion Reactor (de-rated to one Power
  Point).*
  * One technician mans each system.
  It has spin gravity (0.2G) and
  exposed radiators.
  The ship’s usual complement con-
  sists of four bridge crew (captain-pilot,
  navigator/gunner, 
  communications
  operator, and a chief engineer), and
  eight technicians. The technicians and
  crew double as a boarding party.
  MILITARY AND PARAMILITARY SPACECRAFT
  20
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Loki-class 
  150
  -3/5
  13
  0.5G/30 mps
  10,000
  4,806
  +10
  12ASV
  20
  1¥
  $444.5M
  RENEGADE-CLASS
  CORSAIR (TL11^)
  This is a more typical interstellar pirate: a modified stock
  freehauler, upgraded with salvaged or war-surplus weapons, a
  force screen, and a second maneuver drive to improve per-
  formance. However, it lacks the power to fire all weapons and
  have full thrust. It replaces cabin space with bunkrooms (and
  cells) to carry additional boarding crew or captives, and adds a
  retractable boarding clamp (probably salvaged from a tug). It
  uses a 1,000-ton (SM +8) streamlined hull that is 150 feet long.
  It can land and take off from planets.
  Front Hull
  System
  [1]
  Steel Armor (dDR 3).
  [2-3]
  Cargo Holds (50 tons capacity each).
  [4!]
  Secondary Battery (two turrets with 30 MJ
  improved UV lasers; 40 tons cargo).
  [5]
  Habitat (three cabins, three-bed automed
  sickbay).
  [6]
  Habitat (one cabin, three bunkrooms,
  minifac fabricator, one cells).
  [core]
  Control Room (C9 computer, comm/sensor 8,
  four control stations).
  Central Hull
  System
  [1]
  Steel Armor (dDR 3).
  [2-4]
  Cargo Holds (50 tons capacity each).
  [5!]
  Light Force Screen (dDR 70).
  [6!]
  Tertiary Battery (four turrets with 10 MJ
  improved UV lasers; 39 tons cargo).
  Rear Hull
  System
  [1]
  Steel Armor (dDR 3).
  [2-3!]
  Super Reactionless Engines (50G acceleration
  each).
  [4-5!]
  Stardrive (FTL-1 each).
  [6]
  Engine Room (one workspace).
  [core]
  Fusion Reactor (two Power Points).
  The ship is equipped with artificial gravity.
  The normal complement is four bridge crew (pilot-captain,
  navigator-gunner, and engineering officer), an engine-room
  technician, and a cargo master.
  Modified stock freehaulers are typical
  pirate ships.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^ Renegade-class
  70
  1/5
  13
  100G/c
  1,000
  331.4
  +8
  24ASV
  3*
  2¥
  $65.7M
  * Plus dDR 70 force screen.
  
  MILITARY AND PARAMILITARY SPACECRAFT
  21
  SPACE DEFENSE
  PLATFORMS AND MONITORS
  Also known as SDPs, battle stations, or orbital fortresses,
  space defense platforms and space defense monitors are heavily
  armed and well-protected warships with very limited or no
  maneuver capability. They defend strategic locations such as
  jump points or planetary orbits. They are cheaper than space-
  ships and better armed – with little or no drives, they can devote
  significant mass to weapons and armor. Their disadvantage is
  that they can’t retreat or dodge, leaving them especially vulnera-
  ble to missile strikes and ramming without defensive weapons
  or escorts.
  They tend to fall into two sub-categories: defensive fortresses
  to fight off spacecraft or shoot down missiles, and bombard-
  ment platforms to attack the world below them. Bombardment
  platforms are common in cold wars between rival governments
  and in the subjugation of a world (the subjugation might even
  by the planet’s own totalitarian government).
  SENTINEL-CLASS SDP (TL9)
  This is an inexpensive satellite to protect small space sta-
  tions or defend mining claims. It can also be easily disguised
  as a high-powered radar reconnaissance satellite. It uses its
  chemical rocket for station keeping or close approaches, but
  otherwise normally remains in its own orbit. It is armed with
  a single spinal mount laser powered by its nuclear reactor. It is
  60 feet long (SM +6) with an unstreamlined hull.
  Front Hull
  System
  [1-4]
  Metallic Laminate Armor (total dDR 20).
  [5!]
  Spinal Battery (100 MJ laser).
  [6]
  Fission Reactor (one Power Point).
  [core]
  Control Room (C5 computer, comm/sensor 4,
  no control stations).
  Central Hull
  System
  [1-3]
  Metallic Laminate Armor (total dDR 15).
  [4]
  Secondary Battery (10 fixed-mount 16cm
  missile launchers).
  [5]
  Tactical Array (comm/sensor 6).
  [6]
  Fuel Tank (0.15 mps delta-V).
  [core!]
  Spinal Battery (central system).
  Rear Hull
  System
  [1-2]
  Metallic Laminate Armor (total dDR 10).
  [3]
  Chemical Rocket Engine (3G acceleration).
  [4!]
  Spinal Battery (rear system).
  [5-6]
  Fission Reactors (one Power Point each).
  It has a stealth hull.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 HIGH-PERFORMANCE SPACECRAFT
  9
  Sentinel-class
  30
  0/4
  12
  3G/0.15 mps
  100
  0
  +6
  0
  20/15/10
  0
  $5.83M
  GIBRALTAR-CLASS
  BATTLE STATION (TL10)
  This is a low-cost way to build a giant monitor: Take a small
  asteroid, hollow some of it out, and add drives, weapons, and
  electronics. The ship uses a 1,000,000-ton (SM +14) unstream-
  lined hull that is about 200 yards across. Nearly half the ship is
  nothing but rock – due to its thickness, it can take a lot of
  pounding! The monitor is primarily a missile ship, but has
  powerful beam weaponry as well, and a large hangar, which
  lets it double as a semi-mobile spaceport.
  Front Hull
  System
  [1-3]
  Stone Armor (total dDR 45).
  [4!]
  Secondary Battery (10 turrets with 30 GJ UV
  lasers).*
  [5]
  Habitat (1,000 cabins with total life support,
  plus four gyms, three other stablishments,
  two large ops centers, a 100-bed hospital
  sickbay, 10 minifac fabricators, and 18,380
  tons cargo).*
  [6]
  Enhanced Array (comm/sensor 15).*
  Central Hull
  System
  [1-3]
  Stone Armor (total dDR 45).
  [4-5]
  Hangar Bay (60,000 tons capacity).*
  Central Hull
  System
  [6!]
  Tertiary Battery (30 turret mounts with 100
  MJ very rapid fire UV lasers).*
  [core]
  Control Room (C 11 computer, comm/sensor
  13, 40 control stations).*
  Rear Hull
  System
  [1-3]
  Stone Armor (total dDR 45).
  [4]
  Tertiary Battery (30 fixed mounts with 56cm
  missile launchers).*
  [5]
  Fuel Tank (50,000 tons hydrogen provides 0.8
  mps delta-V).
  [6]
  Nuclear Light Bulb (0.05G acceleration).*
  [core]
  Fusion Reactor (two Power Points).*
  * 100 workspaces per system.
  It has spin gravity (1G).
  The usual crew include 20 bridge officers (captain, two
  comm officers, executive officer, engineering officer, navigator,
  pilot, two sensor operators, tactical officer, 10 secondary bat-
  tery gunners, missile gunner), 30 tertiary turret gunners, 1,000
  technicians, 200 ops room operators, and 10 medics. Multiple
  shifts may be carried, along with a platoon of security guards.
  Additional crew will be needed to man whatever small craft are
  carried in the hangar.
  
  MILITARY AND PARAMILITARY SPACECRAFT
  22
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 LOW-PERFORMANCE SPACECRAFT
  10 Gibraltar-class
  700
  -5/5
  13
  0.05G/0.8 mps 1,000,000
  78,580
  +14
  2,000ASV
  45
  0
  $38.605B
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  10
  Warden-class
  70
  –
  12
  0
  1,000
  0
  +8
  0
  60
  0
  $124.8M
  WARDEN-CLASS BATTLE
  STATION (TL10)
  This is a robot space platform that commands the skies over
  a planet. The battle station is approximately 75 feet in diameter
  with a 1,000-ton (SM +8) unstreamlined hull. Relying on mis-
  sile batteries, it may be armed with reentry vehicles for orbital
  bombardment or missiles for anti-ship operations. Aside from
  station-keeping thrusters (included with the controls) it has no
  maneuver drive at all, although this is mitigated by its tough
  armor and extensive electronic warfare capabilities.
  Front Hull
  System
  [1-3]
  Nanocomposite Armor (total dDR 60).
  [4-5]
  Medium Batteries (each has three fixed
  mount 28cm missile launchers).
  [6]
  Defensive ECM.
  Central Hull
  System
  [1-3]
  Nanocomposite Armor (total dDR 60).
  [4!]
  Medium Battery (each has three turrets with
  100 MJ UV lasers).
  [5]
  Tactical Array (comm/sensor 9).
  [6!]
  Major Battery (turret with 3 MJ very rapid
  fire improved laser).
  [core]
  Control Room (C8 computer, comm/sensor 7,
  no control stations).
  Rear Hull
  System
  [1-3]
  Nanocomposite Armor (total dDR 60).
  [4-5]
  Medium Battery (each has three fixed mount
  28cm missile launchers).
  [6]
  Defensive ECM.
  [core]
  Fusion Power Plant (two Power Points).
  The battle station has a stealth hull.
  CITADEL-CLASS
  ORBITAL FORT (TL11^)
  This is a spherical, manned SDP acting as a major planetary
  defense installation. It is well protected by armor and force
  screens, heavily armed, and equipped with an operations cen-
  ter for battle management of other defensive assets (other
  SDPs, ships, etc.). Its 10,000-ton (SM +10) unstreamlined hull
  is 150 feet in diameter.
  Front Hull
  System
  [1-3]
  Hardened Nanocomposite Armor (total dDR
  150).
  [4!]
  Major Battery (turret with 3 GJ X-ray laser).*
  [5]
  Secondary Battery (10 fixed mounts with
  32cm missile launchers).*
  [6]
  Habitat (five cabins, two cells, and 10
  bunkrooms with total life support, five-
  bed automed sickbay, robofac minifac, 
  ops center, a gym, and 40 tons cargo).*
  [core]
  Control Room (C10 computer, comm/sensor
  10, 10 control stations).*
  Central Hull
  System
  [1-3]
  Hardened Nanocomposite Armor (total dDR
  150).
  [4]
  Secondary Battery (10 fixed mounts with
  32cm missile launchers).*
  [5!]
  Heavy Force Screen (dDR 150 or dDR 300).*
  [6!]
  Secondary Battery (10 turrets with 300 MJ
  improved ultraviolet lasers).*
  [core]
  Super Fusion Reactor (four Power Points).*
  Now witness the firepower of this fully armed and operational battle station!
  – The Emperor, Star Wars: Episode VI – Return of the Jedi
  
  “Doomsday machines” can destroy a planetary civilization
  with a single strike. In space opera, they often exemplify the
  ruthless power of an Evil Empire, or are ancient artifacts of
  vanished civilizations. Sometimes the mere report of their con-
  struction may trigger a preemptive strike . . . or their posses-
  sion by all sides could result in a stable balance of terror that
  prevents interstellar war. Until something goes wrong, and the
  adventurers must stop a rogue planet destroyer.
  World killers built with “hard science” technology are often
  unmanned. This could be for any of a number of reasons. They
  might be essentially one-way space missiles rather than war-
  ships. There might have been concerns that a live crew would
  balk at killing billions. The time required for interstellar jour-
  neys might be too long for living beings to survive. Maybe
  genocidal life-hating robots created them. 
  One way to build a doomsday machine is simply to create
  something like the Adversary-class, add the cosmic power
  option, and then scale its dimensions up by a factor of 1,000
  (+18 SM). The resulting moon-sized warship should do the
  job nicely.
  However, there are more cost-effective ways to wreck a
  planet. One of the easiest is simple kinetic energy: accelerate
  up to near-light speed and ram. This is trivially easy with reac-
  tionless drives (which is one reason why the pseudo-velocity
  option is strongly recommended if reactionless-drive warships
  are in regular use). It’s trickier to achieve without superscience
  technology . . . but one example of such a ship is the Azrael.
  AZRAEL-CLASS
  WORLD KILLER (TL11)
  This is an example of an unmanned relativistic doomsday
  machine designed to destroy planets across interstellar ranges.
  Built with an unstreamlined 10,000-ton (SM +10) hull, it uses
  a fusion rocket engine with plentiful fuel tanks to accelerate to
  1,800 mps (about 1% of light speed), then activates its ram-
  scoop to accelerate to speeds in excess of 0.5c. The Azrael’s pri-
  mary kill mechanism is its own mass. At 0.5c (with 45% of its
  mass used up) it can impact with over 42,000,000 megatons of
  kinetic energy, which is in the “dinosaur killer” range – enough
  to devastate a planet. Missiles from its tertiary battery can also
  have a significant impact (about 700 megatons each at 0.5c)
  but it releases them ahead of itself to destroy secondary targets
  in the system – space stations, defense systems, kinetic barri-
  ers, and so on.
  Front Hull
  System
  [1-2]
  Diamondoid Armor (total dDR 140).
  [3!]
  Ramscoop*.
  [4!]
  Major Battery (fixed mount very rapid fire 30
  MJ improved UV laser).*
  [5]
  Tertiary Battery (30 fixed mount 24cm
  missile launchers).*
  [6]
  Fuel Tank (500 tons of hydrogen with 252
  mps delta-V).
  [core]
  Control Room (C11 computer, comm/sensor
  11, no control stations).*
  Central Hull
  System
  [1]
  Diamondoid Armor (dDR 70).
  [2-6]
  Fuel Tank (500 tons of hydrogen with 252
  mps delta-V each).
  Rear Hull
  System
  [1]
  Diamondoid Armor (dDR 70).
  [2-3]
  Fusion Rocket (0.005G acceleration each).*
  [4-6]
  Fuel Tank (500 tons of hydrogen with 252
  mps delta-V each).
  [core]
  Fusion Reactor (two Power Points).
  * One workspace each.
  It has total automation.
  Rear Hull
  System
  [1-3]
  Hardened Nanocomposite Armor (total dDR
  150).
  [4!]
  Major Battery (3 GJ X-ray laser).*
  [5]
  Tactical Array (comm/sensor 12).*
  [6]
  Hangar Bay (300 tons capacity).*
  * One workspace per system.
  The fort has artificial gravity.
  The usual crew is 10 bridge operators (commander, execu-
  tive officer, communications officer, tactical officer, engineer-
  ing officer, two sensor operators, and three gunners), a medic,
  a 10-person operations staff, and 11 technicians. Usually mul-
  tiple crew shifts are provided for. It may have a station security
  team, and will need crews for any small craft carried.
  MILITARY AND PARAMILITARY SPACECRAFT
  23
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  11^
  Citadel-class
  150
  –
  13
  0
  10,000
  345.8
  +10
  58ASV
  150*
  0
  $2.142B
  * Plus dDR 150 force screen (dDR 300 if using two Power Points).
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  11
  Azrael-class
  150
  -4/5
  13
  0.01G/2,268 mps*
  10,000
  0
  +10
  0
  140/70/70
  –
  $1,901.5B
  * Near-c with ramscoop.
  WORLD KILLERS
  
  This chapter is a map-based expansion to the basic space
  combat system in GURPS Spaceships. The GM should be
  familiar with the basic rules before using them. Like the tacti-
  cal combat system in the GURPS Basic Set, it covers the
  exceptions and special cases that arise when fighting using a
  hex grid battle map.
  The tactical rules present an approximation of realistic
  Newtonian movement in space, simplified by utilizing only two
  dimensions and assuming thrust occurs all at once, rather than
  being spread out over a turn. However, they give a sense for how
  spacecraft may maneuver and make it easier to play out running
  battles and dynamic tactical situations. Nonetheless, a GM
  should only use these hex-based rules when all players enjoy tac-
  tically detailed space combat, as these rules require extra time to
  set up and play. GMs who prefer a faster and more cinematic
  approach should continue to use the basic combat system.
  TACTICAL SPACE COMBAT
  24
  CHAPTER THREE
  TACTICAL SPACE
  COMBAT
  THE TACTICAL ENGAGEMENT
  The GM will need to make certain additional preparations
  before using the tactical combat rules: dealing with scaling fac-
  tors, and preparing any necessary components and statistics.
  SCALE
  The most important decision is the time and distance scale.
  As with the basic combat system, these rules can be used with
  various time and distance scales.
  Distance scale may be 10 miles/hex, 100 miles/hex, 1,000
  miles/hex, or 10,000 miles/hex.
  Time scale may be 20 seconds, 1 minute, 3 minutes, or 10
  minutes.
  It’s not fun if ship acceleration or starting velocities lets
  them flash across multiple map sheets in a single turn, or if
  they take several turns to make a minor course change.
  Similarly, weapon ranges should neither dominate the entire
  map nor have trouble getting into combat range. Before battle
  begins, the GM should use the Velocity, Thrust, and Burn Table
  (p. 25) and the Weapon Tables (pp. 35-39) to determine which
  time and distance scales suit the PCs’ ship and its opposition.
  Tactical space combat plays most smoothly when the cho-
  sen time and distance scales result in the combatants having
  statistics within these ranges:
  Starting velocities (below) of 0-12 hexes/turn (and ideally 0-3).
  Thrust ratings (p. 25) of 1/2 to 12 (and ideally 1-6).
  Burn points (p. 25), if using reaction engines, equal or
  greater than the thrust ratings.
  Beam weapon max ranges (see Beam Weapon Tables, pp. 36-
  39) in the 3-30 hex range.
  Ballistic impulses for any missiles and guns (see Gun
  Ballistic Impulse Table, p. 36) in the 0-10 range (and ideally in
  the 1-10 range if a primary weapons).
  A mismatch can be inevitable, especially when a more
  advanced vessel fights a lower-TL design. If so, scale the fight
  around the most important vessel’s performance (often that
  of the PCs’ ship). It is still possible to play when some or all
  combatants have parameters outside these ranges, but it can
  be awkward to run. In situations where no combination of
  scale appears to give playable numbers, just use the basic
  combat system.
  STARTING VELOCITY,
  THRUST RATING, 
  AND BURN POINTS
  The GM should determine vessels speeds in miles per sec-
  ond (relative to the nearest world) from travel decisions made
  before the battle begins. See the Space Travel chapter in
  GURPS Spaceships for examples. If using reaction drive ships,
  the GM should also know what their delta-v reserve (in mps) is
  at the start of the battle. With this information and each ves-
  sels’ statistics, determine the following statistics for each com-
  batant vessel.
  Starting Velocity: The vessel’s current velocity in hexes/turn.
  Convert the vessel’s travel velocity into hexes per turn using the
  formula in the Starting Velocity column of the Velocity, Thrust,
  and Burn Table (p. 25).
  
  Thrust Rating (TR): The vessel’s acceleration in hexes/turn.
  Convert the vessel’s engine acceleration to a thrust rating using
  the formula in the Thrust Rating column of the Velocity, Thrust,
  and Burn Table. If this result is less than 1, convert it to a frac-
  tion, e.g., Thrust Rating 0.02 would be a fractional thrust of
  1/50. Spacecraft with fractional thrust use special rules.
  Burn Points (BP): The delta-V in hexes/turn; the maximum
  acceleration usable before running out of fuel. Convert the ves-
  sel’s current delta-V reserve to burn points using the formula in
  the Burn Points column on the Velocity, Thrust, and Burn Table.
  Velocity, Thrust, and Burn Table
  Starting
  Thrust
  Turn Length
  Velocity
  Rating
  Burn Points
  10-mile hexes
  20-second turn
  mps ¥ 2
  G/5
  current delta-V ¥ 2
  1-minute turn
  mps ¥ 6
  G¥2
  current delta-V ¥ 6
  3-minute turn 
  mps ¥ 20
  G¥20
  current delta-V ¥ 20
  10-minute turn
  mps ¥ 60
  G¥200
  current delta-V ¥ 60
  100-mile hexes
  20-second turn
  mps ¥ 0.2
  G/50
  current delta-V/5
  1-minute turn 
  mps ¥ 2/3
  G/5
  2/3 current delta-V
  3-minute turn 
  mps ¥ 2
  G¥2
  current delta-V ¥ 2
  10-minute turn 
  mps ¥ 6
  G¥20
  current delta-V ¥ 6
  1,000-mile hexes
  20-second turn 
  mps/50
  G/500
  current delta-V/50
  1-minute turn
  mps/15
  G/50
  current delta-V/15
  3-minute turn 
  mps/5
  G/5
  current delta-V/5
  10-minute turn
  mps ¥ 2/3
  G¥2
  2/3 current delta-V
  10,000-mile hexes
  20-second turn 
  mps/500
  G/5,000
  current delta-V/500
  1-minute turn
  mps/150
  G/500
  current delta-V/150
  3-minute turn 
  mps/50
  G/50
  current delta-V/50
  10-minute turn
  mps/15
  G/5
  current delta-V/15
  Example: A spacecraft begins with a velocity of two miles
  per second and a delta-V reserve of 24 mps. It has an accelera-
  tion of 1.5G. The GM decides to use 100-mile scale and 
  3-minute turns. Therefore, its starting velocity is 4 hexes/turn,
  its thrust rating is 3, and it will have 48 burn points.
  HEX MAP
  The GM will need to prepare a map if space combat is a pos-
  sibility. Hexes should be big enough to stack a couple of coun-
  ters or miniatures in it.
  It’s a good idea to have a map with dimensions (in hexes)
  at least five times the fastest vessel’s starting velocity and/or
  thrust rating (or number of burn points, if that’s less than 
  the thrust rating).
  Even so, a map is limited in size but space is effectively infi-
  nite, so fast-moving spacecraft can eventually run off the edge.
  The GM may want to have some extra map sheets handy to lay
  down in whatever direction the fight carries the combatants.
  If that’s not practical, another way to get extra space is to
  periodically displace all spacecraft counters (and all celestial
  bodies and other objects shown on the map) by the same num-
  ber of hexes in an appropriate direction.
  Placement of Celestial Bodies
  If action occurs near planets or other celestial bodies, the
  GM should either draw them on the map, or mark their posi-
  tion with counters or templates (which will make it easier to
  displace them). For bodies much larger than the chosen scale,
  indicate an edge of the map that represents their boundaries.
  Depending on the scale, it may also be necessary to calculate
  and mark their gravity fields. See Celestial Bodies (pp. 33-34).
  COUNTERS
  Each spacecraft requires a position counter to indicate the
  vessel’s actual present location. This can be a miniature figure,
  actual counter, or other marker. It must be distinguishable from
  other counters, with an identifiable front to indicate facing.
  Spacecraft also require a vector counter to show their future
  position. This counter must also be marked to show facing and
  the position counter it belongs to. Its facing is always identical
  to the facing of the position counter. If the position counter
  changes facing, change the vector counter to show the same
  facing. The facing of the vector counter is used when determin-
  ing the hexes into which the vessel can accelerate.
  Spacecraft with guns or missile launchers will need addi-
  tional position and vector counters to represent fired salvos.
  Each pair of counters should be assigned a number so players
  can record their status. Ideally there should be a couple of
  salvo counters for each ship’s ballistic weapon battery, but if
  most batteries on the ship fire identical weapons and tend to
  launch at the same targets, far fewer may be needed.
  Placement of Spacecraft Counters
  The GM places friendly, neutral, and hostile spacecraft on
  the map, with the exception of any that have yet to be launched
  or are otherwise hidden.
  In situations where neither side has spotted the other, use
  the guidelines for detection (GURPS Spaceships, p. 45) and
  for ambush and surprise (GURPS Spaceships, p. 48).
  TACTICAL SPACE COMBAT
  25
  Stardrives in
  Tactical Combat
  For spacecraft with stardrive engines, the GM
  should convert any time or distance limitations to
  hexes and turns before the game begins.
  Example: In the GM’s campaign, a ship can’t safely
  enter or leave hyperspace within 10 planetary diame-
  ters of a world. The GM is using 100 mile hexes; the
  nearest planet is 8,000 miles (80 hexes) in diameter, so
  the safe hyperspace distance is 800 hexes. It also takes
  30 minutes to plot a hyperspace course once a ship’s at
  that distance; as the GM uses 10-minute turns, it will
  take three turns to do so.
  
  The distance separating opposing spacecraft will depend on
  the situation that led to the engagement. For example, if the
  PCs’ pirate ship is fleeing a space station, pursued by the
  patrol, they will already have detected each other, and be only
  a few hexes apart when the fight begins. In the case of meeting
  engagements or interceptions, a suitable distance is the lesser
  of the detection range or the longest weapon range (the GM
  may modify this if it seems excessively short or long). For
  example, if one side‘s longest-range weapon has a 10-hex range
  and the other’s has a 3-hex range, use 10 hexes.
  If the engagement is the climax of a pursuit, place the
  quarry in the center of the map and the pursuers on one edge.
  Bear in mind that the pursuer will be unable to catch up unless
  his craft can reach a higher velocity, or can launch smaller craft
  that can do so.
  The GM should ask players for all necessary information
  regarding their own spacecraft’s position and actions before
  the battle. Based on this information, the GM places all space-
  craft on the map. All counters must be positioned so that they
  are fully inside a hex, and must face one of the six hex sides.
  If stations or spacecraft with low accelerations are to be
  important in the engagement, the GM should place them
  carefully to ensure they’ll be involved in the action rather
  than left behind!
  Placement of Vector Counters
  The GM places each vessel’s vector counter to indicate its
  current course and velocity. The location of a vector counter (at
  the start of at turn) is where the spacecraft will be at the end of
  its turn – its projected course, if it does not maneuver.
  The distance from the position counter to the vector counter
  determines the spacecraft’s velocity. Each hex of distance is a
  velocity of one hex/turn; see Starting Velocity (pp. 24-25). Thus,
  a stationary spacecraft has its vector counter in the same hex as
  its position counter, while one moving at a velocity of one hex
  per turn has its vector counter in an adjacent hex.
  Stacking
  Any number of spacecraft and vector counters can occupy
  the same hex, unless they are large enough to fill it. However,
  this would require a truly enormous craft, one of SM +21 for
  a 10-mile hex (increased by +6 for each 10-fold increase in
  hex scale).
  Counters and Facing
  A position counter’s facing is indicated by the hex side its
  counter front is pointing. A vector counter must have the same
  facing as its spacecraft counter.
  Facing determines the counter’s front, central, and rear
  hexes. The counter’s own hex is considered a front hex.
  Counters must always face hex sides (rather than hex points).
  The position counter’s facing determines which hull sec-
  tion – front, central, or rear – faces an opponent. The front
  hull faces anything in its own hex or its front hexes; the cen-
  tral hull faces anything in its central hexes; the rear hull faces
  anything in its rear hexes.
  The vector counter’s facing (identical to its spacecraft’s) is
  used in the acceleration rules.
  TACTICAL SPACE COMBAT
  26
  ACTION DURING A TURN
  These rules detail changes to the Action During a Turn rules
  (GURPS Spaceships, p. 50-56). Unless noted otherwise, the
  rules in that section continue to be used.
  PRE-BATTLE TURNS
  In the tactical system, skip the pre-battle turn – if the space-
  craft should have ready time before they move into range, start
  them at a significant distance from one another! The GM must
  decide whether or not force fields, stasis fields, cloaking
  devices, or other equipment that must be powered up are acti-
  vated at the start of the battle.
  SEQUENCE OF ACTION
  The sequence of action differs slightly from that of the Basic
  Combat System: It is simultaneous rather than sequential.
  Each turn is still divided into sequential phases for different
  crew positions. However, within each phase, resolve actions for
  all crew on all spacecraft before the next phase begins. Thus, in
  1. Command Tasks, the command crew of every spacecraft in
  the battle performs command tasks. In Phase 2: Engineering,
  the engineering officers of every spacecraft allocate power and
  perform other engineering tasks . . . and so on. The sequence
  of action is:
  
  1. Command Tasks.
  2. Engineering Tasks.
  3. Navigation Tasks.
  4. Piloting Tasks.
  5. Electronics Operation Tasks.
  6. Gunnery Tasks.
  A. Missile Launch and Maneuver.
  B. Gun Fire.
  C. Beam Fire.
  D. Ballistic Attack.
  7. Crew Tasks.
  8. Movement.
  This sequence is the same as that of GURPS Spaceships
  (p. 50) except for the subdivision of the Gunnery tasks and
  addition of Movement.
  Note: Crews of vessels in hangar bays (or similar) that have
  not yet launched may still perform activities, e.g., engineering
  tasks to power up systems prior to launch.
  Order of Action
  The order of action within the above phases is assumed to
  be simultaneous, but it’s easier to manage if all crew members
  performing tasks do so one ship at a time.
  In the Piloting Task phase, that order is determined by a
  Piloting skill roll. In other phases, the order is less critical, as
  all fire is assumed to be simultaneous. For phases other than
  Piloting Tasks the GM may roll randomly to see which 
  ship acts first, or decide what his NPCs will do and then have
  the PCs declare their actions. In a multi-ship battle, the GM
  can roll randomly to see which side goes first, then have each
  side’s commander alternate choosing a ship to perform the
  tasks until every crew has acted. The GM can retain this order
  in other phases, or determine the order anew each phase.
  1-3. COMMAND,
  ENGINEERING, 
  NAVIGATION TASKS
  Use the rules from GURPS Spaceships (pp. 51-52), except
  tasks for all vessels on both sides are resolved one spacecraft at
  a time within each phase before proceeding to the next phase.
  4. PILOTING TASKS
  In this phase, piloting tasks are resolved one spacecraft’s
  pilot at a time. All the basic combat system’s “Move Maneuver”
  Piloting Tasks (GURPS Spaceships, pp. 53-56) are replaced by
  a single “Maneuvering Task.”
  First, determine the tactical initiative for this phase. Make
  a Piloting skill roll for each spacecraft that is capable of
  maneuvering.
  Each pilot rolls against Piloting skill + Handling. This is not
  a task in itself, but the rolls will be modified by penalties for
  multitasking.
  Pilots may then act in the reverse order of their margin of
  success (or least margin of failure). That is, the most success-
  ful pilot gets to act last.
  Example: There are four spacecraft capable of maneuver-
  ing, so each of their pilots get to roll. Kim fails by 1, Luke fails
  by 3, Trask succeeds by 1, and James succeeds by 7. Therefore
  Luke must go first, followed by Kim, Trask, and James.
  Once the order of initiative is determined each spacecraft
  may maneuver, as detailed under Tactical Maneuvering
  (pp. 28-29).
  5. ELECTRONICS
  OPERATION TASKS
  Characters acting as sensor or comm operators can per-
  form communication and sensor tasks, one spacecraft at a
  time. Use the basic space combat rules for Communications
  Tasks (GURPS Spaceships, pp. 53-54) and Sensor Tasks
  (GURPS Spaceships, p. 52). However, the range modifiers for
  detection (GURPS Spaceships, p. 44) are replaced with the
  Space Range Modifiers Table (p. 30).
  6. GUNNERY TASKS
  The Gunnery tasks are broken into four phases: Missile
  Launch and Maneuver; Gun Fire; Beam Fire; Ballistic Attack.
  Resolve all actions for all vessels and salvos in one phase before
  proceeding to the next.
  Gunners only perform Aim and Attack or Wait (Point
  Defense) tasks (GURPS Spaceships, p. 52). The Wait (Aim and
  Attack) is not used in tactical combat.
  6A. Missile Launch and Maneuver
  Any gunner controlling missile launchers may launch mis-
  siles in this phase using an Aim and Attack maneuver; see Gun
  and Missile Salvos (pp. 29-31). Existing missiles may acceler-
  ate, and any gravity (pp. 33-34) effects are applied to missile
  salvos. No attack rolls are made in this phase.
  Exception: Warp missiles are fired and maneuvered in the
  Gun Fire phase below.
  6B. Gun Fire
  A gunner controlling guns (or launchers with warp missiles)
  can fire them in this phase using an Aim and Attack task; see
  Gun and Missile Salvos (pp. 29-31). Gun salvos already fired
  can no longer maneuver, but gravity can affect them.
  6C. Beam Fire
  Gunners declare tasks and resolve fire one gunner and one
  spacecraft at a time. Gunners may choose to fire immediately
  using an Aim and Attack maneuver or to hold their fire for
  defensive purposes using Wait (Point Defense) maneuver.
  TACTICAL SPACE COMBAT
  27
  Keep the jump point open as long
  as you can. And put us between the
  civilians and the War Cruiser.
  – Narn Captain, Babylon 5
  
  Aim and Attack actions are considered simultaneous; a gun-
  ner ignores any damage he or his vessel sustained during this
  phase when he fires back.
  See Beam Fire (p. 30) for the rules changes from the basic
  combat system.
  6D. Ballistic Attack
  A spacecraft or a salvo (“the attacker”) can
  attempt a ballistic attack vs. another vessel (“the
  target”) if on a collision course with it. See
  Maneuvering Missile Salvos (p. 29).
  If a spacecraft or salvo encounters an object
  large enough to fill a hex (such as a planet), a col-
  lision may be unavoidable. See Celestial Bodies
  (pp. 33-34).
  7. CREW TASKS
  Resolve crew tasks such as damage control
  (GURPS Spaceships, p. 54) one spacecraft at a
  time in any order the GM wishes.
  8. MOVEMENT
  A vessel or salvo moves if its position counter and vector
  counter occupy different hexes. Resolve movement one vessel
  at a time, but the order doesn’t matter. See Vector Movement
  (p. 32).
  TACTICAL SPACE COMBAT
  28
  TACTICAL MANEUVERING
  During the Piloting Tasks phase, a spacecraft’s pilot may
  have his vessel change facing, accelerate, or both. Spacecraft
  may also launch, enter formation, rendezvous, and recover
  under certain circumstances. All are part of the same piloting
  task. However, facing changes occur before acceleration.
  To be able to dodge, a spacecraft must have accelerated by
  1 hex in Phase 4. To qualify for an evasive maneuver bonus, a
  spacecraft must have changed facing and accelerated. If
  many spacecraft maneuvered, make a note of which ones
  qualify!
  Change Facing (“Turn”)
  This involves using the spacecraft or missile’s thrusters to
  change facing. This alters the facing of the position (and vec-
  tor) counter by one or more hex sides.
  Spacecraft require a functional Control system to change
  facing.
  The maximum facing change a vessel can perform during
  the turn, measured in hex sides, is shown on the Facing Change
  Table (below). Cross index the vessel’s SM with the time scale
  to find the maximum facing change.
  Facing Change Table
  SM
  20-sec.
  1-min.
  3-min.
  10-min.
  +6 or less*
  any
  any
  any
  any
  +7-9
  2 sides
  any
  any
  any
  +10-12
  1 side
  2 sides
  any
  any
  +13 and up
  1 side
  1 side
  2 sides
  any
  * Including missiles.
  A craft with a fractional thrust rating may not change fac-
  ing while in the process of performing an extended burn (see
  Fractional Thrust and Extended Burns, below).
  Accelerate
  Acceleration involves moving the accelerating craft’s vector
  counter and thus altering its course and speed, since the vector
  counter is where the vessel will end its turn.
  The vector counter can be moved up to as many hexes as
  the maneuvering craft’s current thrust rating. If using a reac-
  tion drive, each hex moved requires expending one burn point.
  A vector counter can only move into one of its own front
  hexes, and cannot change its own facing while moving.
  However, as a vessel has three front hexes, and the counter can
  move into any of them each time it moves one hex forward,
  this permits considerable freedom of maneuver.
  Exception: A spacecraft accelerating with a rotary reaction-
  less drive or space sail can move its vector counter in any direc-
  tion, independent of facing.
  Fractional Thrust and Extended Burns
  A spacecraft with a fractional Thrust Rating must acceler-
  ate constantly in one direction for multiple turns to produce
  one hex of acceleration. This is called an extended burn. For
  example, a spacecraft with Thrust Rating 1/50 thrust requires
  a 50-turn extended burn to produce one hex of acceleration. A
  vessel with a fractional thrust rating may not change facing
  while performing an extended burn.
  Launch
  Craft in hangars, in docking clamps, or on the ground may
  be launched in this phase, subject to the rules detailed on p. 65
  of GURPS Spaceships. Since tactical turns are simultaneous,
  they enter play immediately.
  Place ships on the map with their position and vector coun-
  ters in the same hexes as those of the launching spacecraft. 
  
  The facing of the small craft’s counters depends on the hull
  location of the launch system, typically a hangar bay, external
  clamp, or robot arm:
  • If the launch system was in the front hull, the launched
  object’s counter must face one of the launching spacecraft’s
  front hexes.
  • If the launch system was in the central hull, the launched
  object’s counter must face one of the launching spacecraft’s
  central hexes.
  • If the launch system was in the rear hull, the launched
  object’s counter must face one of the launching spacecraft’s
  rear hexes.
  Within these limits, the specific facing is up to the small
  craft’s pilot. A craft that has just launched may also accelerate
  or maneuver. Determine the order they will maneuver relative
  to other craft in the usual fashion.
  Missiles are not considered small craft; they launch in the
  Gunnery Tasks phase.
  Formations, Rendezvous, 
  Docking, and Recovery
  A spacecraft is considered to be “in formation” (GURPS
  Spaceships, p. 65) with another spacecraft if its position
  counter is in the same hex as the other vessel’s position counter,
  and its vector counter is in the same hex as the other vessel’s
  vector counter. This replaces the requirements listed in
  GURPS Spaceships.
  Vessels in formation can attempt to enter hangar bays, etc.,
  as detailed on GURPS Spaceships (p. 65), provided they are
  already in formation or move into formation after accelerating.
  If a spacecraft successfully enters a hangar bay, remove it from
  the map.
  Vessels in formation may choose to use point defense fire to
  protect the vessels they are in formation with.
  A vessel may attempt to rendezvous with one other vessel
  they are in formation with, provided they are capable of
  maneuver and the other is cooperative or cannot maneuver. A
  vessel that has rendezvoused with another is within a few
  dozen yards of it and can attempt docking procedures (see
  GURPS Spaceships, p. 42). Personnel may also attempt board-
  ing in the Crew Tasks phase by leaping across, or using grap-
  pling hooks, thruster packs, etc. If either vessel has an external
  clamp or robot arm, the crew may use it to grab and connect
  the two vessels; see GURPS Spaceships (p. 15).
  TACTICAL SPACE COMBAT
  29
  There is nothing so subject to the
  inconsistancy of fortune as war.
  – Cervantes
  WEAPONS FIRE IN
  TACTICAL COMBAT
  These rules detail the changes in the basic combat system.
  GUN AND MISSILE SALVOS
  Missiles are launched in Phase 6A. Gun salvos are launched
  in Phase 6B. Both use similar rules. Shots of the same type,
  launched simultaneously, form a salvo.
  A salvo can be one or many shots. It is represented by posi-
  tion and vector counters, like a spacecraft. When a gunner fires
  different types of missiles make a record of pertinent informa-
  tion: the identity of the salvo, the type and number of shots in
  it, and – for missiles – their thrust rating and burn points.
  Example: Jan controls a tertiary battery with 28cm missile
  launchers that has RoF 30. He fires 30 identical nuclear mis-
  siles as a salvo. His player should record: “Salvo #3 (Jan): 30 ¥
  28cm nuclear missiles, Thrust 10, Burn Points 20.”
  Place the salvo’s position counter in the same hex as the
  launching spacecraft’s position counter. Place the salvo’s vector
  counter in the same hex as the launching spacecraft’s own vec-
  tor counter.
  Missile counter facing is not important. Gun salvo vector
  counter’s facing is important and depends on the battery that
  fired it.
  Fixed battery in front hull or spinal mount: It must face one
  of the launching spacecraft vector counter’s front hex sides.
  Turret battery in front hull: It must face one of the launching
  spacecraft vector counter’s front or central hex sides
  Fixed battery in central hull: It must face one of the launch-
  ing spacecraft vector counter’s central hex sides.
  Turret battery in central hull: It may face any hex side.
  Fixed battery in rear hull (or rear-facing spinal mount): It
  must face one of the launching spacecraft vector counter’s rear
  hex sides.
  Turret battery in rear hull: It must face one of the launching
  spacecraft vector counter’s rear or central hex sides
  Maneuvering Missile Salvos
  A missile salvo (including one that has just been launched)
  will maneuver in Phase 6A. Missile Launch and Maneuver.
  Its gunner decides whether it will drift or accelerate.
  Missile salvos can accelerate in any direction. A drifting mis-
  sile does nothing. Acceleration moves the salvo’s vector
  counter a maximum distance in hexes equal to its missiles’
  thrust rating. However, each hex of thrust requires expend-
  ing one burn point. If out of burn points, a missile can only
  drift. Salvos should maneuver to achieve a collision course
  with a desired target; see Ballistic Attack (pp. 30-31) for
  requirements.
  Exception: Warp missiles are exceptions. They maneuver in
  the gun phase.
  
  Ballistic Impulse of Gun Salvos
  Immediately after firing a salvo of gun shots, the gunner
  may accelerate the salvo’s vector counter, moving it up to the
  maximum number of hexes on the Gun Ballistic Impulse Table
  (p. 36). A gun shot’s vector counter may only be moved into its
  own front hexes. This represents the initial velocity imparted
  by the gun’s propellant or accelerator.
  Gunners should generally strive to move their salvo’s vector
  counter so that it ends in a hex containing a target’s vector
  counter (or stationary target).
  Gun salvos and warp missiles can only accelerate on the
  turn they are launched. On later turns they drift. GMs may
  wish to remove them at the end of the turn that they were
  launched, if it’s not likely they are going to hit anything signif-
  icant in their path.
  Warp Missiles: These operate in the Gun Fire phase but use
  special rules. Move the warp missile salvo’s vector counter to
  any target point that is within its range (see Warp Missile Table,
  p. 36) and the vector counter’s front hexes.
  BEAM FIRE
  Gunners controlling beam weapons use Aim and Attack
  tasks or Wait (Point Defense) tasks (see GURPS Spaceships,
  p. 53). The former are resolved in the Beam Fire phase; the lat-
  ter in the Ballistic Attack phase. All fire in a phase is considered
  simultaneous.
  Bearing
  The facing of a firing vessel determines what beam weapons
  can fire. This depends on the location of the weapon battery,
  and the type of weapon or mount:
  Spinal battery weapons can only fire on a target in their
  spacecraft position counter’s front hexes and its own hex. (If
  the spinal mount was defined as rear-facing, they instead fire
  into the spacecraft position counter’s rear hexes.)
  Fixed mounts in the front hull can fire into the spacecraft
  position counter’s front hexes and own hex.
  Fixed mounts in the central hull can fire into the spacecraft
  position counter’s central hexes.
  Fixed mounts in the rear hull can fire into the spacecraft
  position counter’s rear hexes.
  Turrets in the front hull can fire into the spacecraft position
  counter’s front or central hexes, and its own hex.
  Turrets in the central hull can fire at any target.
  Turrets in the rear hull can fire into the spacecraft position
  counter’s rear or central hexes.
  Rate of Fire, Range, and Targets
  The rate of fire rules (GURPS Spaceships, p. 58) and target
  rules (GURPS Spaceships, p. 58) are unchanged. Range rules
  (GURPS Spaceships, p. 57) are replaced by the Weapon Tables
  (pp. 35-39) in this chapter to find range in hexes.
  Beam Fire Attack Rolls
  Use the basic space combat system’s Beam Attack Rolls rules
  and modifiers (GURPS Spaceships, pp. 58-59) with the excep-
  tion of Space Range. Replace the space range modifiers with the
  following based on the chosen scale and range in hexes.
  Space Range: Use the modifiers on the Space Range
  Modifier Table (below) based on hex scale and range in hexes.
  Space Range Modifier Table
  Hexes
  10-mile 100-mile 1,000-mile 10,000-mile
  Rendezvous
  +20
  +20
  +20
  +20
  Point Defense
  +12
  +6
  0
  -6
  0
  +12
  +6
  0
  -6
  1
  +6
  0
  -6
  -12
  2
  +4
  -2
  -8
  -14
  3-4
  +3
  -3
  -9
  -15
  5-6
  +2
  -4
  -10
  -16
  7-9
  +1
  -5
  -11
  -17
  10-14
  0
  -6
  -12
  -18
  15-19
  -1
  -7
  -13
  -19
  20-29
  -2
  -8
  -14
  -20
  30-49
  -3
  -9
  -15
  -21
  50-69
  -4
  -10
  -16
  -22
  70-99
  -5
  -11
  -17
  -23
  100-149
  -6
  -12
  -18
  -24
  150-199
  -7
  -13
  -19
  -25
  200-299
  -8
  -14
  -20
  -26
  per ¥10
  -6
  -6
  -6
  -6
  Rendezvous is for fire against vessels that have ren-
  dezvoused with the firing craft’s vessel (i.e., firing at craft that
  are at boarding/docking ranges).
  Point Defense is for point defense fire against incoming bal-
  listic attacks (attacking the point-defending vessel or another
  in formation with it).
  0 is for firing against targets in the same hex.
  BALLISTIC ATTACK
  Ballistic attack occurs if the attacker’s vector (the line its posi-
  tion counter hex to its vector counter hex) passes into or through
  a hex with the target’s vector counter. In the case of motionless
  targets (i.e., no vector counter), a ballistic attack occurs if that
  line passes into or through their hex. The decision to make a bal-
  listic attack is voluntary unless the attacker or target fills the hex
  (see Stacking, p. 26 and Celestial Bodies, pp. 33-34).
  The pilot (for an intercepting vessel) or gunner (for a salvo)
  resolves the attack: Declare the attempt, calculate the relative
  velocity, and roll to hit.
  TACTICAL SPACE COMBAT
  30
  Dodge in 
  Tactical Combat
  A spacecraft may dodge beam fire or ballistic attack
  as described under Dodge (GURPS Spaceships, p. 60).
  However, the prerequisites for dodge differ from the
  basic space combat system. A spacecraft may now
  dodge provided it accelerated by at least one hex/turn
  during this turn’s Piloting Task phase. It gets the +1
  Evasive Action Maneuver bonus if it accelerated and
  changed facing. A vessel held in a docking clamp or
  robot arm can’t dodge. Salvos do not dodge.
  
  If the target fills the hex, a hit is automatic, but you may still
  want to make an attack roll if trying to hit a smaller part of the
  target, or a city, building, parked spacecraft, etc., that is located
  on the surface of a celestial body.
  If multiple ballistic attacks are declared in a turn, resolve
  them in the order of highest to lowest interceptor veloc-
  ity, breaking ties by die roll or GM fiat.
  Ballistic attacks are resolved using the rules below.
  They may be interrupted by attempts at point defense
  (GURPS Spaceships, p. 59) if a gunner (on the target
  or on a vessel in formation with it) chose a Wait (Point
  Defense) task.
  Resolving a Ballistic Attack
  Ballistic attack rolls are made during the Ballistic
  Attack phase of the turn. Resolve them one at a time in any
  order. To resolve each ballistic attack:
  1. Calculate the relative velocity of the interceptor and target.
  2. Make a ballistic attack roll.
  3. Resolve any Point Defense by the target or an ally in for-
  mation with it.
  4. If the target was hit, make dodge rolls.
  5. If the target fails to dodge, determine damage.
  Calculating Relative Velocity
  The basic space combat rules for calculating relative veloc-
  ity (GURPS Spaceships, p. 59) and the Base Relative Velocity
  Table are replaced with the following rule.
  If the attacker and target’s position counters are in different
  hexes: Note the target’s vector. This is the distance and direction
  from its present position to its vector counter. EFor instance,  it
  might be two hexes “north” and three “north-west.” (If the target
  is motionless, it is zero.) Next, note the attacker’s position
  counter, and without moving it, determine the hex it would
  move to if the target’s vector were applied to it. For example, in
  the above case, if moving it two hexes north and three north-
  west. Count the hexes from that point to the attacker’s vector
  counter: this is the relative velocity in hexes/turn.
  If the attacker and target’s position counters are in the same
  hex: Relative velocity is the range from the interceptor’s vector
  counter to the target’s vector counter. (For a motionless target,
  use the target’s position counter as its vector counter.)
  Make a note of the relative velocity: It will be needed both
  for an attack roll modifier and collision damage.
  Ballistic Attack Roll
  All missiles or shots in a salvo make one attack per target.
  When attacking a formation, they can be divided at will among
  the vessels in formation (making one attack each).
  Rules for ballistic attacks are resolved as described under
  Ballistic Attack Roll (GURPS Spaceships, p. 60), but the
  Relative Velocity Modifier is replaced by the one shown in the
  table above, and a Turn Length modifier is applied. For gun or
  missile salvos, be sure to indicate if using proximity detonation
  (GURPS Spaceships, p. 59) before the attack roll.
  Relative Velocity Modifier: Use relative velocity in
  hexes/turn (Calculating Relative Velocity, above) to derive a mod-
  ifier via the Relative Velocity Ballistic Modifier Table (below). For
  example, a relative velocity of eight hexes/turn in 100-mile scale
  is  a -3 to hit.
  Turn Length Modifier: -6 for a 20-second turn, -3 for a 1-
  minute turn, 0 for a 3-minute turn, +3 for a 10-minute turn.
  Removing Salvos
  Ships or salvos that miss their targets (or were dodged)
  remain on the map (and can conceivably attack or maneuver
  again in latter turns). If some shots in a salvo missed, reduce
  the recorded number of missiles or shells left in the salvo by
  the number of hits. Exception: proximity-fused shots are lost
  whether they hit or miss!
  TACTICAL SPACE COMBAT
  31
  Relative Velocity Ballistic Modifier Table
  Hexes/Turn
  10-mile hex
  100-mile hex
  1,000-mile hex
  10,000-mile hex
  0
  +10
  +4
  -2
  -8
  1
  +8
  +2
  -4
  -10
  2
  +6
  0
  -6
  -12
  3-4
  +5
  -1
  -7
  -13
  5-6
  +4
  -2
  -8
  -14
  7-9
  +3
  -3
  -9
  -15
  10-15
  +2
  -4
  -10
  -16
  15-19
  +1
  -5
  -11
  -17
  20-29
  +0
  -6
  -12
  -18
  30-49
  -1
  -7
  -13
  -19
  50-69
  -2
  -8
  -14
  -20
  70-99
  -3
  -9
  -15
  -21
  100-149
  -4
  -10
  -16
  -22
  per ¥10
  -6
  -6
  -6
  -6
  
  Damage rules are unchanged from basic space combat
  except as noted below.
  BALLISTIC ATTACK DAMAGE
  Nuclear and antimatter warheads may potentially affect
  everything in a hex. Collisions and conventional warhead dam-
  age depends on relative velocity in hexes/turn.
  Collision and Conventional 
  Warheads in Tactical Combat
  The Collision and Conventional Warheads rules (GURPS
  Spaceships, p. 61) are unchanged, except damage is calculated
  usually a hex-based formula:
  Gun or Missile: d-damage ¥ relative velocity in hexes per
  turn ¥ scale factor.
  Collision: 6d ¥ 3 ¥ lesser dST ¥ relative velocity in hexes per
  turn ¥ scale factor.
  Relative Velocity in hexes per turn is as determined.
  Scale Factor is shown on the table below.
  Lesser dST is the smaller of the victim or colliding vessel’s
  dST.
  D-damage is the dice of damage based on warhead caliber
  (GURPS Spaceships, p. 68).
  Scale Factor Table
  Scales
  10-mile hex
  100-mile hex 1,000-mile hex
  20-second turn
  2
  20
  200
  1-minute turn
  0.6
  6
  60
  3-minute turn
  0.2
  2
  20
  10-minute turn
  0.06
  0.6
  6
  Warp missiles and subwarp drives use pseudo-velocity. For
  collision damage purposes, treat the velocity as 10 mps or
  actual velocity, whichever is less. The GM may also rule that
  any reactionless drives and super missiles use the pseudo-
  velocity rules.
  Nuclear and Antimatter 
  Warheads in Tactical Combat
  Use the rules in GURPS Spaceships (p. 68), with two addi-
  tional considerations.
  Rendezvous: Any object that the target rendezvoused with is
  also caught in the blast and takes the same damage. (This
  should also be the case in basic combat.)
  Collateral Damage in 10-Mile Hexes: A 10-mile hex scale is
  small enough that every other vessel or object in the same hex
  may also be affected! Roll proximity damage, and then divide
  the rolled damage by another factor of 100.
  HULL DAMAGE
  AND HIT LOCATION
  These rules are unchanged. However, the GM may want to
  make up position and vector counters for characters blown out
  of a spacecraft (GURPS Spaceships, p. 63), treating them just
  like a small craft that had been (inadvertently) launched. Even
  if they can’t maneuver, this will make it possible to determine
  whether a rescue mission can reach them!
  TACTICAL SPACE COMBAT
  32
  VECTOR MOVEMENT
  In Phase 8, for each spacecraft or other moving object, the
  GM or a player should do the following:
  1. Put a placeholder (such as a small coin or die) in the hex
  containing the spacecraft’s counter.
  2. Move the spacecraft’s counter into the same hex as its
  vector counter.
  3. Imagine a line from the center of the placeholder’s hex
  through the center of the spacecraft counter’s hex and onward
  in the same direction. Move the vector counter along that line
  for a distance equal to the distance between the placeholder
  and the spacecraft counter.
  That is, a spacecraft moves into the same place as its vector
  counter, and the vector counter is moved to a new location
  along the same projected course. In this way, a spacecraft that
  doesn’t accelerate will continue to move each turn in the same
  direction, at the same speed, following its vector.
  If a spacecraft or other object passes close to a world, grav-
  ity effects come into play, if using those rules. See Gravity
  (p. 33). If gravity effects do not come into play, or after they
  have been resolved, remove the placeholder and proceed with
  the next vessel or object’s movement. The turn ends after all
  moving objects have been moved.
  FTL Movement: If an FTL drive was powered up in the
  Engineering Task phase, any faster-than-light movement takes
  place at the start of this phase.
  Salvos: GMs may remove salvos from the map at the end of
  this phase if it appears they can’t hit anything and nothing is
  likely to blunder into them. This is the case for gun salvos and
  for missile salvos that ran out of burn points.
  War is nothing but a duel
  on a larger scale.
  – Karl von Clausewitz
  DAMAGE IN TACTICAL COMBAT
  
  The special rules for Ground Fire, Main Radiators in
  Combat, Precision Attacks, and Targeting Exposed Systems are
  unchanged from those in the basic space combat system.
  Rules for Formations and Tractor Beams are altered as
  detailed below, and special rules for celestial bodies have been
  added. The new rules for flag command tasks (pp. 34-35) and
  greater survivability (p. 35) can also be used with the basic
  combat system.
  TRACTOR BEAMS IN
  TACTICAL COMBAT
  Tractor beams are operated and their force calculated as
  described on p. 66 of GURPS Spaceships. However, their effect
  is different.
  Calculate the tractor force and tractor pull of the beam as
  described in Tractor Beams in Combat (p. 66 of GURPS
  Spaceships). Use the Velocity, Thrust, and Burn Table (p. 25) to
  determine the effective Thrust Rating (TR) of a tractor beam
  based on the Gs of tractor pull.
  If the result is TR 1 or more, the tractor beam operator
  may move the vector counter of the target object as desired
  (without changing its facing) so long as this movement draws
  the counter closer to his own vessel. If the target’s vector
  counter and position counter are both in, or moved into, the
  same hex as the tractor-user’s vector and position counter, it
  may maneuver the target vessel as described under
  Formations, Rendezvous, Docking, and Recovery (p. 29), e.g.,
  pull the target into rendezvous or into a hangar bay.
  The target spaceship’s position counter is not initially
  affected, but in Phase 8. Movement the change in vector will
  result in movement, as per the usual movement rules.
  FORMATIONS
  See Formations, Rendezvous, Docking, and Recovery (p. 29).
  CELESTIAL BODIES
  Space actions may occur near planets, moons, asteroids,
  stars, and other celestial bodies. The rules for using these bod-
  ies depend on their size and the map scale.
  Scaling and Celestial Bodies
  To place a celestial body the GM will need to know its
  approximate diameter and its surface gravity. For example,
  Earth has a diameter of 7,926 miles, a radius of 3,963 miles,
  and a gravity of 1G. GURPS Space can be used to calculate any
  of these values for other celestial bodies.
  Typical Gravity and Diameter
  Gravity
  Description and Diameter
  0.01G-0.03G
  Medium asteroids (50-300 miles diameter)
  0.03G-0.1G
  Small moons, large asteroids (200-1,000 miles)
  0.1G-0.3G
  Large moons, small planets (600-3,000 miles)
  0.3G-1G
  Medium planets (3,000-10,000 miles)
  1G-3G
  Large planets, small gas giants (10,000-
  30,000 miles)
  3G-10G
  Large gas giants (20,000 miles-100,000 miles)
  10G-30G
  Brown dwarfs, small stars
  30G-100G
  Most stars
  100G-300G
  Neutron stars, black holes
  A celestial body’s diameter in hexes is simply its diameter
  divided by the hex scale. It can be depicted on the map by mak-
  ing a cut-out template or drawing on the map sheet. If its size
  is less than one hex, it can still be depicted as a point on the
  map; its gravity (see below) may be larger than its own diame-
  ter, and spacecraft may hide behind it.
  A celestial body should not be used if its size and influence
  utterly dominates the map at the chosen scale. A reasonable
  limit is 10 hexes in diameter. Larger bodies should be left off
  the map (assume the battle is occurring at a distance from
  them) or serve as a backdrop (see below). Alternatively, the
  scale should be adjusted to accommodate them.
  The typical maximum size of a celestial body is shown below:
  10-mile scale: Small or medium asteroids; small moons (up
  to 100 miles diameter).
  100-mile scale: Large asteroids; medium-size moons (up to
  1,000 miles diameter).
  1,000-mile scale: Moons; medium-sized planets (up to
  10,000 miles diameter).
  10,000-mile scale: All planets, including gas giants (up to
  100,000 miles diameter).
  Gravity
  The influence of a celestial body’s gravity is represented by
  a G-thrust rating representing how much it pulls nearby objects
  toward it. Use the G-Thrust Table (below) to calculate the thrust
  rating for the celestial body. To find the G-thrust rating, multi-
  ply the celestial body's surface gravity by the appropriate fac-
  tor on the G-Thrust Table. Treat this like a spacecraft thrust
  rating, but round to a whole number. 
  The gravity thrust should be between 1 and 12. If less than
  one, gravity has no noticeable effect at this scale (which simpli-
  fies things!). The body is on the map, but its gravity pull is neg-
  ligible in this scale. If it’s 13+, gravity will pull all the combatants
  off the map straight away! Consider switching to a different
  scale if that celestial body is to be part of the encounter.
  TACTICAL SPACE COMBAT
  33
  SPECIAL RULES
  G-Thrust Table
  Hexes/Turn
  10-mile hex
  100-mile hex
  1,000-mile hex
  10,000-mile hex
  20-second turn
  0.2
  0.02
  0.002
  0.0002
  1-minute turn
  2
  0.2
  0.02
  0.002
  3-minute turn 
  20
  2
  0.2
  0.02
  10-minute turn
  200
  20
  2
  0.2
  
  Gravity Bands
  A celestial body’s gravity pull gets weaker with distance.
  This is depicted by a series of gravity bands, which can be
  shown by drawing circles on the map of progressively greater
  radius, each with a lower G-thrust. To find the radius and
  strength (in G-thrust) of these gravity bands, consult the
  Gravity Band Table (below).
  The vertical G-thrust column is the surface gravity G-thrust,
  as calculated above. The horizontal columns numbered -1 to
  -12 are range bands, where the gravity thrust drops by 1, 2, and
  so on. The numbers on the table are distance multipliers.
  Multiply the radius of the object in hexes times this number to
  get the radius where G-thrust drops by one.
  Round the result to the nearest integer. It is entirely possi-
  ble that the numbers will round to the same value, meaning the
  gravity drops off quickly across the single hex.
  Example: A world with a four-hex radius has G-thrust 2. At
  the surface the thrust is 2, at 1.2 ¥ 4 = 4.8 rounded to 5 hexes
  thrust is 1; at 1.7 ¥ 4 = 6.8, rounded to 7 hexes or more, 
  G-thrust is zero. The range bands are thus: 0-4 hexes: 2; 5-6
  hexes: 1. 7+ hexes: 0.
  TACTICAL SPACE COMBAT
  34
  Gravity Band Table
  G-Thrust
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  -8
  -9
  -10
  -11
  -12
  1
  1.4
  2
  1.2
  1.7
  3
  1.2
  1.4
  2.0
  4
  1.1
  1.3
  1.6
  2.2
  5
  1.1
  1.2
  1.4
  1.7
  2.5
  6
  1.1
  1.2
  1.3
  1.5
  1.9
  2.6
  7
  1.1
  1.2
  1.3
  1.4
  1.6
  2.0
  2.8
  8
  1.1
  1.1
  1.2
  1.3
  1.5
  1.7
  2.1
  3.0
  9
  1.1
  1.1
  1.2
  1.3
  1.4
  1.6
  1.8
  2.2
  3.1
  10
  1.0
  1.1
  1.2
  1.3
  1.4
  1.5
  1.7
  1.9
  2.3
  3.3
  11
  1.0
  1.1
  1.2
  1.2
  1.3
  1.4
  1.6
  1.7
  2.0
  2.5
  3.5
  12
  1.0
  1.1
  1.1
  1.2
  1.3
  1.4
  1.5
  1.6
  1.8
  2.0
  2.6
  3.6
  Effects of Celestial Bodies
  A celestial body large enough to fill one or more hexes will
  block movement and fire.
  A spacecraft or salvo on a collision course with it will auto-
  matically hit and collide with it (unless shot down). Even if the
  body can move, it’s too large to dodge.
  Beam fire (except ghost particle beams) cannot shoot
  through the body, though targets on or above its surface may
  be attacked as per Ground Fire rules (GURPS Space, p. 65).
  Instead of treating beam fire as Short or Long Range, count the
  actual range.
  Small Bodies: If a celestial body is not large enough to fill a
  hex, it’s simply treated as a (motionless) drifting spacecraft.
  Vessels may deliberately attempt to collide with or rendezvous
  with it, using the rules for spacecraft collisions.
  Landing: A vessel able to rendezvous with a body may opt to
  land, or, if the body has an atmosphere, to enter atmosphere
  (see Atmospheric Flight,
  GURPS Spaceships,
  p. 40).
  Attempting to land on a star, gas giant, or stellar remnant is
  generally fatal. A vessel with an active stasis field may survive,
  but will usually be trapped within the body’s gravity.
  Gravity Effects
  Any celestial body with gravity bands extending past its sur-
  face can accelerate a spacecraft or salvo.
  Spacecraft: During the Piloting Task phase, examine the cur-
  rent position of the spacecraft counter. If it is within a gravity
  band, move its vector counter by an amount equal to the
  Gravity Thrust rating in a direction toward the center of the
  gravity source.
  Salvos: For salvos, do the same during Phase 6A for missiles
  or Phase 6B for guns. Note that this is the only way that gun
  salvos can change course after their first turn.
  A very large body, located off one edge of the map, may sim-
  ply apply an arbitrary gravity thrust rating to the entire map.
  For example, a planet off the south end of the map can be rep-
  resented an appropriate vector that pulls everything “south.”
  FLAG COMMAND TASKS
  A group of spacecraft may have one designated squadron
  commander, who can perform Flag Command tasks in the
  turn’s Command phase. To perform these tasks, a squadron
  commander must be in either a spacecraft’s control room or an
  ops center devoted to Strategy or Tactics skill. The following
  flag command tasks are possible:
  Squadron Leadership: Motivate individual spacecraft com-
  manders who recognize his authority by communicating with
  and supervising them. Both vessels must have a functioning
  comm/sensor array. Roll against Leadership skill. Success
  inspires them. This gives the benefit of a successful Leadership
  roll (adding to morale and self-control) as per p. B204, plus
  adds +1 to their own Tactics skill. Failure distracts them: -1 to
  their skill.
  Heroic Speech: May be delivered only once during a battle,
  across open channels to everyone in the force. Roll against the
  lower of Leadership and Performance skill, at a -4 penalty.
  Success adds +1 to the Spacer skill of the entire squadron for
  the duration of the engagement. Failure has no effect. Critical
  failure gives a -1 penalty. 
  
  In devout cultures, Religious Ritual can be substituted for
  Leadership skill, if performed by a recognized religious author-
  ity.
  Space Strategy: Use Strategy (Space) skill to deduce enemy
  plans; see p. B222.
  GREATER SURVIVABILITY
  Some GMs find that the balance of weapons vs. armor is
  tilted too heavily in favor of the offense, resulting in ships that
  seem to be “egg shells armed with hammers.” This is in the
  spirit of 21st century naval and air warfare, but does not emu-
  late space actions closer to the feel of 19th and 20th century
  battleship combat. To improve survivability, GMs may apply
  one or both of these optional Design Switches.
  Advanced Armor: All TL8+ armor types (metallic lami-
  nate, advanced metallic laminate, nanocomposite, organic,
  diamondoid, exotic laminate) are automatically hardened at
  no extra cost. Ships that buy hardened armor are in fact
  double-hardened (i.e., they reduce armor divisors by
  two steps).
  Damage Reduction: A spacecraft has extensive
  internal compartmentalization and sophisticated
  internal damage control systems such as automatic
  fire suppression, multiply redundant electronics, etc.
  This may justify giving spacecraft Damage Reduction
  2 (GURPS Powers, p. 53). Divide damage suffered by
  2 after subtracting armor dDR and any other damage
  modifiers. The GM may rule that a ship that is poorly
  maintained (HT 8 or less) or is caught completely
  unprepared for trouble may not qualify for Damage
  Reduction.
  Missile Shield: This option assumes that beam weapons can
  easily hit ballistic weapons that are targeting their vessel, and
  that this process can be automated. Beam weapons that are
  assigned to point defense may therefore automatically hit a
  number of incoming ballistic weapons (or ramming space-
  craft) up to their maximum rate of fire. Ballistic weapons are
  killed; ramming spacecraft will suffer damage normally.
  ECCM AND ECM TASKS
  GMs who want to involve characters in electronic warfare
  may use these two complementary tasks. They are performed
  in the Electronics Operation Task phase. Vessels often assign
  these tasks to sensor operators; large or specialized craft may
  also have dedicated electronic warfare operators.
  Electronic Counter-
  Countermeasures (ECCM) Task
  A character can perform this task if his spacecraft has a tac-
  tical or multipurpose array. He uses it to analyze and degrade
  a specific enemy vessel’s electronic countermeasures. This is
  effective against any vessel that has a defensive ECM or cloak-
  ing device system.
  The task requires a Quick Contest of Electronics Operation
  (EW) skill with the target. The attacker adds his array level; the
  target adds +2 per defensive ECM system installed. If the tar-
  get vessel does not have a sensor operator who was performing
  an EW task, use a default skill 8.
  Failure means the target uses his full defensive ECM.
  Success reduces his defensive ECM bonus by the margin of
  success (to a minimum of zero). It also reduces the modifiers
  for any cloaking device! These effects last until the ECCM oper-
  ator’s next electronic operation task phase.
  This task can be performed against multiple vessels in suc-
  cession, using the normal penalties for multitasking.
  Electronic Countermeasures (ECM) Task
  This involves managing defensive ECM and cloaking device
  systems. Normally, no skill roll is required . . . unless the enemy
  attempts an ECCM task against your vessel. If so, using this
  task defends against his ECCM attempt, rather than the default
  skill 8.
  When performing this task, the sensor operator may addi-
  tionally opt to use defensive ECM in escort mode. This halves
  its modifiers but protects all allied craft in formation with the
  vessel as long as their SM is no more than two greater than the
  defending vessel’s. Multiple sources of defensive ECM are not
  cumulative; use the best single value. If an enemy attempts to
  use ECCM against any protected vessel in formation, the con-
  test is against the defending vessel.
  WEAPON TABLES
  These tables are used in Tactical Space Combat.
  MISSILE TABLES
  These tables give the thrust and burn point statistics of
  missiles. For missile damage, use the warhead tables
  (GURPS Spaceships, p. 68). All missiles are Recoil 1.
  Fleet is to proceed ahead at flank
  speed!
  – Commander Adama, 
  Galactica 1980
  TACTICAL SPACE COMBAT
  35
  
  TL7-8 Missile Tables
  Thrust Rating
  Scale
  20-sec.
  1-min.
  3-min.
  10-min.
  10-mile
  1
  12
  120
  1,200
  100-mile
  0.1
  1
  12
  120
  1,000-mile
  0
  0
  1
  12
  10,000-mile
  0
  0
  0
  1
  Burn Points
  Scale
  20-sec.
  1-min.
  3-min.
  10-min.
  10-mile
  12
  36
  120
  360
  100-mile
  1
  4
  12
  36
  1,000-mile
  0
  0
  1
  4
  10,000-mile
  0
  0
  0
  0.3
  A standard missile of up to 28cm caliber has acceleration 6G
  and delta-V 6 mps. The tables convert this to thrust rating and
  burn points in hexes/turn. It has a sAcc of TL-8. A 32cm or larger
  missile has twice the delta-V and burn points, and sAcc TL-7.
  TL9-12 Missile Tables
  Thrust Rating
  Scale
  20-sec.
  1-min.
  3-min.
  10-min.
  10-mile
  1
  10
  100
  1,000
  100-mile
  0.1
  1
  10
  100
  1,000-mile
  0
  0
  1
  10
  10,000-mile
  0
  0
  0
  1
  Burn Points
  Scale
  20-sec.
  1-min.
  3-min.
  10-min.
  10-mile
  20
  60
  200
  600
  100-mile
  2
  6
  20
  60
  1,000-mile
  0
  0
  2
  6
  10,000-mile
  0
  0
  0
  0.6
  A standard missile of up to 28cm caliber has acceleration 5G
  and delta-V 10 mps. The tables convert this to thrust rating and
  burn points in hexes/turn. It has sAcc of TL-8. A 32cm or larger
  missile has twice the delta-V and burn points, and sAcc of TL-7.
  Super Missile Tables
  Thrust Rating
  Scale
  20-sec.
  1-min.
  3-min.
  10-min.
  10-mile
  100
  1,000
  10,000
  100,000
  100-mile
  10
  100
  1,000
  10,000
  1,000-mile
  1
  10
  100
  1,000
  10,000-mile
  0.1
  1
  10
  100
  Burn Points
  Scale
  20-sec.
  1-min.
  3-min.
  10-min.
  10-mile
  1,000
  3,000
  10,000
  30,000
  100-mile
  100
  300
  1,000
  3,000
  1,000-mile
  10
  30
  100
  300
  10,000-mile
  1
  3
  10
  30
  A super missile of up to 28cm caliber has acceleration 500G
  and delta-V 500 mps. The tables convert this to thrust rating and
  burn points in hexes/turn. It has sAcc of TL-8. A 32cm or larger
  missile has twice the delta-V and burn points, and sAcc of TL-7.
  Warp Missile Table
  Scale
  10-mile
  100-mile 1,000-mile 10,000-mile
  Up to 28cm
  15,000
  1,500
  150
  15
  32cm or more 20,000
  2,000
  200
  20
  The table shows the range in hexes. Warp missiles have
  sAcc +17 if up to 28cm, or sAcc +18 if 32cm or larger.
  GUN BALLISTIC
  IMPULSE TABLE
  At the intersection of each gun type, hex scale, and turn
  length is the maximum ballistic impulse in hexes. Thus, in a
  one-minute turn using 100-mile hexes, an electromagnetic gun
  has a one-hex impulse.
  Weapon/Time
  20-sec.
  1-min.
  3-mi.
  10-min.
  10-mile hexes
  Conventional Gun
  1
  3
  10
  30
  Electromagnetic Gun
  2
  6
  20
  60
  Grav Gun
  10
  30
  100
  300
  100-mile hexes
  Conventional Gun
  0
  0
  1
  3
  Electromagnetic Gun
  0
  1
  2
  6
  Grav Gun
  1
  3
  10
  30
  1,000-mile hexes
  Conventional Gun
  0
  0
  0
  0
  Electromagnetic Gun
  0
  0
  0
  1
  Grav Gun
  0
  0
  1
  3
  At the 10,000-mile scale, ballistic impulse is always 0.
  See GURPS Spaceships, p. 68 for gun Recoil and sAcc.
  BEAM WEAPON TABLES
  These tables summarize beam weapon statistics including
  the 1/2D and Max range in 10-mile, 100-mile, 1,000-mile, or
  10,000-mile hexes and the d-Damage.
  TACTICAL SPACE COMBAT
  36
  
  Conversion, Disintegrator, Heat Ray, and Laser Beam Table
  Output
  10-mile
  100-mile
  1,000-mile
  10,000-mile
  d-Damage
  3 kJ
  15/50
  2/5
  0
  0
  1d-4
  10 kJ
  15/50
  2/5
  0
  0
  1d-3
  30 kJ
  15/50
  2/5
  0
  0
  1d-2
  100 kJ
  30/100
  3/10
  0/1
  0
  1d
  300 kJ 
  30/100
  3/10
  0/1
  0
  1d+2
  1 MJ
  30/100
  3/10
  0/1
  0
  2d
  3 MJ
  70/200
  7/20
  1/2
  0
  3d
  10 MJ
  70/200
  7/20
  1/2
  0
  4d
  30 MJ
  70/200
  7/20
  1/2
  0
  6d
  100 MJ
  150/500
  15/50
  2/5
  0/1
  2d¥5
  300 MJ
  150/500
  15/50
  2/5
  0/1
  3d¥5
  1 GJ
  150/500
  15/50
  2/5
  0/1
  4d¥5
  3 GJ 
  300/1,000
  30/100
  3/10
  0/1
  3d¥10
  10 GJ 
  300/1,000
  30/100
  3/10
  0/1
  4d¥10
  30 GJ 
  300/1,000
  30/100
  3/10
  0/1
  6d¥10
  100 GJ
  700/2,000
  70/200
  7/20
  1/2
  2d¥50
  300 GJ
  700/2,000
  70/200
  7/20
  1/2
  3d¥50
  1 TJ
  700/2,000
  70/200
  7/20
  1/2
  2d¥100
  3 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  3d¥100
  10 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  4d¥100
  30 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  6d¥100
  100 TJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  2d¥500
  300 TJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  3d¥500
  1 PJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  2d¥1,000
  3 PJ
  5,000/15,000
  300/1,000
  30/100
  3/10
  3d¥1,000
  All these beam weapons have sAcc 0 and Rcl 1. Conversion beams do cor (10) damage with followup burn damage with exp
  rad sur modifiers. Disintegrators do cor (infinite) damage. Heat rays do burn damage. Lasers do burn (2) damage.
  Graser, UV Laser, and X-Ray Laser Table
  Output
  10-mile
  100-mile
  1,000-mile
  10,000-mile
  d-Damage
  3 kJ
  30/100
  3/10
  0/1
  0
  1d-4
  10 kJ
  30/100
  3/10
  0/1
  0
  1d-3
  30 kJ
  30/100
  3/10
  0/1
  0
  1d-2
  100 kJ
  70/200
  7/20
  1/2
  0
  1d
  300 kJ 
  70/200
  7/20
  1/2
  0
  1d+2
  1 MJ
  70/200
  7/20
  1/2
  0
  2d
  3 MJ
  150/500
  15/50
  2/5
  0/1
  3d
  10 MJ
  150/500
  15/50
  2/5
  0/1
  4d
  30 MJ
  150/500
  15/50
  2/5
  0/1
  6d
  100 MJ
  300/1,000
  30/100
  3/10
  0/1
  2d¥5
  300 MJ
  300/1,000
  30/100
  3/10
  0/1
  3d¥5
  1 GJ
  300/1,000
  30/100
  3/10
  0/1
  4d¥5
  3 GJ 
  700/2,000
  70/200
  7/20
  1/2
  3d¥10
  10 GJ 
  700/2,000
  70/200
  7/20
  1/2
  4d¥10
  30 GJ 
  700/2,000
  70/200
  7/20
  1/2
  6d¥10
  100 GJ
  1,500/5,000
  150/500
  15/50
  2/5
  2d¥50
  300 GJ
  1,500/5,000
  150/500
  15/50
  2/5
  3d¥50
  1 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  2d¥100
  3 TJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  3d¥100
  10 TJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  4d¥100
  30 TJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  6d¥100
  100 TJ
  7,000/20,000
  700/2,000
  70/200
  7/20
  2d¥500
  300 TJ
  7,000/20,000
  700/2,000
  70/200
  7/20
  3d¥500
  1 PJ
  7,000/20,000
  700/2,000
  70/200
  7/20
  2d¥1,000
  3 PJ
  15,000/50,000
  1,500/5,000
  150/500
  15/50
  3d¥1,000
  These beam weapons have sAcc 0 and Rcl 1. Grasers do burn sur (10) damage, UV lasers do burn (2) damage. X-ray lasers do
  burn sur (5) damage.
  TACTICAL SPACE COMBAT
  37
  
  Ghost Particle and Particle Beam Table
  Output
  10-mile
  100-mile
  1,000-mile
  10,000-mile
  d-Damage
  3 kJ
  7/20
  1/2
  0
  0
  1d-4
  10 kJ
  7/20
  1/2
  0
  0
  1d-3
  30 kJ
  7/20
  1/2
  0
  0
  1d-2
  100 kJ
  15/50
  2/5
  0/1
  0
  1d
  300 kJ 
  15/50
  2/5
  0/1
  0
  1d+2
  1 MJ
  15/50
  2/5
  0/1
  0
  2d
  3 MJ
  30/100
  3/10
  0/1
  0
  3d
  10 MJ
  30/100
  3/10
  0/1
  0
  4d
  30 MJ
  30/100
  3/10
  0/1
  0
  6d
  100 MJ
  70/200
  7/20
  1/2
  0
  2d¥5
  300 MJ
  70/200
  7/20
  1/2
  0
  3d¥5
  1 GJ
  70/200
  7/20
  1/2
  0
  4d¥5
  3 GJ 
  150/500
  15/50
  2/5
  0/1
  3d¥10
  10 GJ 
  150/500
  15/50
  2/5
  0/1
  4d¥10
  30 GJ 
  150/500
  15/50
  2/5
  0/1
  6d¥10
  100 GJ
  300/1,000
  30/100
  3/10
  0/1
  2d¥50
  300 GJ
  300/1,000
  30/100
  3/10
  0/1
  3d¥50
  1 TJ
  300/1,000
  30/100
  3/10
  0/1
  2d¥100
  3 TJ
  700/2,000
  70/200
  7/20
  1/2
  3d¥100
  10 TJ
  700/2,000
  70/200
  7/20
  1/2
  4d¥100
  30 TJ
  700/2,000
  70/200
  7/20
  1/2
  6d¥100
  100 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  2d¥500
  300 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  3d¥500
  1 PJ
  1,500/5,000
  150/500
  15/50
  2/5
  2d¥1,000
  3 PJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  3d¥1,000
  These beam weapons have sAcc -3 and Rcl 1. Ghost particle beams do cr exp (infinite) damage. Particle beams do burn rad sur
  (5) damage.
  Antiparticle Beam Table
  Output
  10-mile
  100-mile
  1,000-mile
  10,000-mile
  d-Damage
  3 kJ
  7/20
  1/2
  0
  0
  1d-2
  10 kJ
  7/20
  1/2
  0
  0
  1d-1
  30 kJ
  7/20
  1/2
  0
  0
  1d+1
  100 kJ
  15/50
  2/5
  0/1
  0
  2d
  300 kJ 
  15/50
  2/5
  0/1
  0
  3d
  1 MJ
  15/50
  2/5
  0/1
  0
  4d
  3 MJ
  30/100
  3/10
  0/1
  0
  6d
  10 MJ
  30/100
  3/10
  0/1
  0
  8d
  30 MJ
  30/100
  3/10
  0/1
  0
  6d¥2
  100 MJ
  70/200
  7/20
  1/2
  0
  4d¥5
  300 MJ
  70/200
  7/20
  1/2
  0
  3d¥10
  1 GJ
  70/200
  7/20
  1/2
  0
  4d¥10
  3 GJ 
  150/500
  15/50
  2/5
  0/1
  6d¥10
  10 GJ 
  150/500
  15/50
  2/5
  0/1
  8d¥10
  30 GJ 
  150/500
  15/50
  2/5
  0/1
  6d¥20
  100 GJ
  300/1,000
  30/100
  3/10
  0/1
  2d¥100
  300 GJ
  300/1,000
  30/100
  3/10
  0/1
  3d¥100
  1 TJ
  300/1,000
  30/100
  3/10
  0/1
  4d¥100
  3 TJ
  700/2,000
  70/200
  7/20
  1/2
  6d¥100
  10 TJ
  700/2,000
  70/200
  7/20
  1/2
  8d¥100
  30 TJ
  700/2,000
  70/200
  7/20
  1/2
  6d¥200
  100 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  2d¥1,00
  300 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  3d¥1,000
  1 PJ
  1,500/5,000
  150/500
  15/50
  2/5
  4d¥1,000
  3 PJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  6d¥1,000
  Antiparticle beams have sAcc -3 and Rcl 1 and do cr exp sur rad (3) damage.
  TACTICAL SPACE COMBAT
  38
  
  Tractor and Graviton Beam Table
  Output
  10-mile
  100-mile
  1,000-mile
  10,000-mile
  d-Damage
  3 kJ
  7/20
  1/2
  0
  0
  no
  10 kJ
  7/20
  1/2
  0
  0
  1d-5
  30 kJ
  7/20
  1/2
  0
  0
  1d-4
  100 kJ
  15/50
  2/5
  0/1
  0
  1d-3
  300 kJ 
  15/50
  2/5
  0/1
  0
  1d-2
  1 MJ
  15/50
  2/5
  0/1
  0
  1d
  3 MJ
  30/100
  3/10
  0/1
  0
  1d+2
  10 MJ
  30/100
  3/10
  0/1
  0
  2d
  30 MJ
  30/100
  3/10
  0/1
  0
  3d
  100 MJ
  70/200
  7/20
  1/2
  0
  4d
  300 MJ
  70/200
  7/20
  1/2
  0
  6d
  1 GJ
  70/200
  7/20
  1/2
  0
  2d¥5
  3 GJ 
  150/500
  15/50
  2/5
  0/1
  3d¥5
  10 GJ 
  150/500
  15/50
  2/5
  0/1
  4d¥5
  30 GJ 
  150/500
  15/50
  2/5
  0/1
  3d¥10
  100 GJ
  300/1,000
  30/100
  3/10
  0/1
  4d¥10
  300 GJ
  300/1,000
  30/100
  3/10
  0/1
  6d¥10
  1 TJ
  300/1,000
  30/100
  3/10
  0/1
  2d¥50
  3 TJ
  700/2,000
  70/200
  7/20
  1/2
  3d¥50
  10 TJ
  700/2,000
  70/200
  7/20
  1/2
  2d¥100
  30 TJ
  700/2,000
  70/200
  7/20
  1/2
  3d¥100
  100 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  4d¥100
  300 TJ
  1,500/5,000
  150/500
  15/50
  2/5
  6d¥100
  1 PJ
  1,500/5,000
  150/500
  15/50
  2/5
  2d¥500
  3 PJ
  3,000/10,000
  300/1,000
  30/100
  3/10
  3d¥500
  These beam weapons have sAcc 0 and Rcl 1. Tractor beams do no damage. Graviton beams do cr (infinite) damage.
  Plasma Beam Table
  Output
  10-mile
  100-mile
  1,000-mile
  10,000-mile
  d-Damage
  3 kJ
  3/10
  0/1
  0
  0
  1d-2
  10 kJ
  3/10
  0/1
  0
  0
  1d-1
  30 kJ
  3/10
  0/1
  0
  0
  1d+1
  100 kJ
  7/20
  1/2
  0
  0
  2d
  300 kJ 
  7/20
  1/2
  0
  0
  3d
  1 MJ
  7/20
  1/2
  0
  0
  4d
  3 MJ
  15/50
  2/5
  0/1
  0
  6d
  10 MJ
  15/50
  2/5
  0/1
  0
  8d
  30 MJ
  15/50
  2/5
  0/1
  0
  6d¥2
  100 MJ
  30/100
  3/10
  0/1
  0
  4d¥5
  300 MJ
  30/100
  3/10
  0/1
  0
  3d¥10
  1 GJ
  30/100
  3/10
  0/1
  0
  4d¥10
  3 GJ 
  70/200
  7/20
  1/2
  0
  6d¥10
  10 GJ 
  70/200
  7/20
  1/2
  0
  8d¥10
  30 GJ 
  70/200
  7/20
  1/2
  0
  6d¥20
  100 GJ
  150/500
  15/50
  2/5
  0/1
  2d¥100
  300 GJ
  150/500
  15/50
  2/5
  0/1
  3d¥100
  1 TJ
  150/500
  15/50
  2/5
  0/1
  4d¥100
  3 TJ
  300/1,000
  30/100
  3/10
  0/1
  6d¥100
  10 TJ
  300/1,000
  30/100
  3/10
  0/1
  8d¥100
  30 TJ
  300/1,000
  30/100
  3/10
  0/1
  6d¥200
  100 TJ
  700/2,000
  70/200
  7/20
  1/2
  2d¥1,00
  300 TJ
  700/2,000
  70/200
  7/20
  1/2
  3d¥1,000
  1 PJ
  700/2,000
  70/200
  7/20
  1/2
  4d¥1,000
  3 PJ
  1,500/5,000
  150/500
  15/50
  2/5
  6d¥1,000
  Plasma beams have sAcc -6 and Rcl 2, and do burn exp (2) damage.
  TACTICAL SPACE COMBAT
  39
  
  About the series, 3.
  Accelerate action, 28.
  Action during a turn, 26-28.
  Admiral-class battleship, 9.
  Advanced armor option, 35.
  Adversary-class super dreadnought, 11.
  Anson-class space patrol ship, 16.
  Antimatter warheads damage, 32.
  Antiparticle Beam Table, 38.
  Azrael-class world killer, 23.
  Ballistic attacks, 30-31; damage, 31;
  modifiers, 31; phase, 28.
  Ballistic impulses, 24, 30.
  Battle stations, 21-23.
  Battle-class frigate, 17.
  Battleships, 8-11.
  Beam Attack Rolls, 30.
  Beam fire, 27-28, 30.
  Beam weapon tables, 36-39.
  Bearing and firing, 30.
  Blockade (naval operation), 5.
  Burn points (BP), 24, 36; calculating, 25, 29;
  using, 28, 29.
  Burns (movement), 28-29.
  Capital ships, 8-11.
  Captured ships, 7.
  Cargo, stolen, 6.
  Celestial bodies, 25, 33-34.
  Change facing action, 28.
  Characters blown out of ships, 32.
  Citadel-class orbital fort, 22-23.
  Collision warheads damage, 32.
  Command tasks, 27, 34.
  Commodities, 7.
  Conventional warheads damage, 32.
  Conventional gun ballistic impulses, 36.
  Conversion, Disintegrator, Heat Ray, and
  Laser Beam Table, 37.
  Convoy escort (naval operation), 5.
  Cossack-class patrol ship, 17-18.
  Counters for representing action, see
  Position Counters, Vector.
  Crew tasks, 28.
  Cruisers, 11-15.
  Damage reduction option, 35.
  Damage, 32.
  Deep space patrols (naval operation), 5.
  Deimos-class frigate, 16-17.
  Destroyers, 11.
  Detonations of warheads, 31, 32; see also
  Missile Salvos.
  Diameter of celestial bodies, typical, 33.
  Diplomatic missions (naval operation), 5.
  Direct fire gunnery tasks, 27-28.
  Disintegrator Table, 37.
  Docking actions, 29.
  Dodge in combat, 30.
  Dreadnoughts, 8-11.
  Eclipse-class battle cruiser, 14-15.
  Economic maneuvering, 7.
  Electromagnetic (EM) gun ballistic
  impulses, 36.
  Electronic counter-countermeasures
  (ECCM) tasks, 35.
  Electronic countermeasures (ECM) tasks,
  35.
  Electronics operation tasks, 27.
  Empire-class dreadnought, 10-11.
  Engineering tasks, 27.
  Exercises (naval operation), 4.
  Exploration (naval operation), 5.
  Extended burns, 28.
  Facing, changing, 28; of counters, 26.
  Fenris-class robot battleship, 10.
  Firing weapons, 29-31; bearing and, 29;
  celestial bodies and, 34.
  Fixed batteries, 29.
  Fixed mounted weapons, 30.
  Flag command tasks, 34-35.
  Formations and spacecraft, 29.
  Fractional thrust, 28.
  Frigates, 16-19.
  Ghost Particle and Particle Beam Table, 38.
  Gibraltar-class battle station, 21.
  Governments and piracy, 5.
  Graser, UV Laser, and X-Ray Laser Table, 37.
  Grav gun ballistic impulses, 36.
  Graviton Beam Table, 39.
  Gravity bands, 34; table, 34.
  Gravity of celestial bodies, typical, 33.
  Gravity, 33-34.
  Greater survivability, 35.
  G-thrust, 33, 34.
  Gun fire phase, 27.
  Gun Ballistic Impulse Table, 36.
  Gun salvos, 29-31.
  GURPS, 7; Basic Set, 3, 8, 24; Powers, 35;
  Space, 3; Spaceships, 3, 8, 24-32;
  Spaceships 2: Traders, Liners, and
  Transports, 3, 19; Traveller, 3; Traveller:
  Interstellar Wars, 3.
  Havens for pirates, 5-6.
  Heat Ray Table, 37.
  Heroic speech (command task), 34.
  Hex maps, see Maps.
  Hex Scale Table, 24.
  Hit location and damage, 32.
  Ill-gotten gains, 6-7.
  Importance of reputation, 7.
  Income for pirates, 6-7.
  Intelligence (naval operation), 5.
  Interception (naval operation), 5.
  Intrepid-class frontier cruiser, 15.
  Invasion (naval operation), 5.
  Landing on celestial bodies, 34.
  Laser Beam Table, 37.
  Launching, small craft, 28-29; weapons,
  28-29.
  Law and pirates, 6.
  Local space defense as objective, 4.
  Loki-class corsair, 20.
  Maneuvering, missile salvos, 29; spacecraft,
  28-29.
  Maps, 24, 25; removing counters from, 29,
  31, 32; setup, 25-26, 28.
  Mismatches in combat, 24.
  Missile launch and maneuver phase, 27.
  Missile performance tables, 34.
  Missile salvos, 29-31.
  Missile shield option, 35.
  Movement, 28, 32.
  Naval operations, 4-5.
  Navigation tasks, 27.
  Nuclear warheads damage, 32.
  Orbital fortresses, 21-23.
  Particle Beam Table, 38.
  Patrol ships, 16-19.
  Peacetime operations, 4-5.
  Phases in combat rounds, 26-28.
  Piloting tasks, 29.
  Piracy, 5-6; havens, 5-6; sources of income, 
  6-7.
  Pirate ships, 19-20.
  Placement, celestial bodies, 25, 33; position
  counters, 25-26, 28, 29; vector counters,
  26, 28, 29, 32.
  Plasma Beam Table, 39.
  Point defense, 27, 29-31, 35.
  Police patrols (naval operation), 4-5.
  Position counters, 28-31, 33; placement, 
  25-26, 28, 29.
  Power projection, 4.
  Pre-battle turns, 26.
  Privateer ships, 19-20.
  Proximity detonations, 31.
  Publication history, 3.
  Q-ships, 19-20.
  Ragnarok-class battleship, 8-9.
  Raids, naval operation, 5; pirate operation, 7.
  Ransoms, 7.
  Rate of fire, 30.
  Recovery actions, 29.
  Refit and maintenance (naval operation), 4.
  Refugee protection (naval operation), 5.
  Relative velocity, 30, 31; calculating, 31;
  damage and, 32; Ballistic Modifier Table,
  31.
  Rendezvous actions, 29.
  Renegade-class corsair, 20.
  Reputation of pirates, 7.
  Salvo counters, 25, 29.
  Scale Factor Table, 32.
  Scale of combat factors, 24.
  Sentinel-class space defense platform, 21-22.
  Sequence of action, 26-28.
  Seraphim-class frigate, 19.
  Setup of map, 25-26.
  INDEX
  40
  INDEX
  
  Shadowing (naval operation), 5.
  Ships, captured, 7; ransomed, 7.
  Slaves, 7.
  Slavos, 27, 20-31; removing, 31.
  Space control as objective, 4.
  Space defense as objective, 4.
  Space defense monitors and platforms, 
  21-23.
  Space denial as objective, 4.
  Space navies, 4-5.
  Space Range Modifier Table, 30.
  Space strategy (command task), 34.
  Spacecraft counters, see Position Counters.
  SPDs, 21-23.
  Special rules for combat, 33-35.
  Speech (command task), 34.
  Spinal battery weapons, 30.
  Squadron leadership (command task), 34.
  Stacking counters, 26.
  Stardrives in combat, 25.
  Starting velocity, 24; calculating, 24-25.
  Stolen cargo, 6.
  Strategy (command task), 34.
  Super Missile Tables, 36.
  Survivability, greater, 35.
  Sword-class heavy cruiser, 14.
  Tactical engagement, 24-26.
  Tactical maneuvering, 28-29.
  Tactical space combat, 24-35.
  Thrust rating (TR), 24; calculating, 25, 29,
  33; gravity, 33-34; using, 28, 29.
  Thrust, fractional, 28.
  Tiger-class frigate, 18.
  TL7-8 Missile Tables, 36.
  TL9-12 Missile Tables, 36.
  Tractor and Graviton Beam Table, 39.
  Tractor beams in combat, 33.
  Trinity-class heavy cruiser, 12.
  Tsunami-class strike cruiser, 13.
  Turns (movement), 28.
  Turret batteries, 29.
  Turrets in hull, 30.
  Typical Gravity and Diameter Table, 33.
  UV Laser Table, 37.
  Vector, counters, 25, 26, 28, 29, 30, 31, 32,
  33, 34; movement, 28, 32; placement of
  counters, 26.
  Velocity, 26, 30-32; see also Relative Velocity,
  Starting Velocity.
  Velocity, Thrust, and Burn Table, 25.
  Victory-class space cruiser, 12-13.
  Vixen-class patrol ship, 18-19.
  Warden-class battle station, 22.
  Warp missiles, 27, 29, 30, 32; range table, 36.
  Wartime operations, 5.
  Weapon tables, 35-39.
  Weapons fire, 29-31.
  World killers, 23.
  X-Ray Laser Table, 37.
  STEVE JACKSON GAMES
  STEVE JACKSON GAMES
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  INDEX
  41
  
SOURCE: textdata/thevault/GURPS Classic/4th edition/GURPS 4e - Spaceships 3 - Warships and Space Pirates.pdf