TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0120
  Version 1.0 – September 19, 2007
  ®
  Written by DAVID L. PULVER
  Edited by JAKE STEINMANN
  Illustrated by STEVE CROMPTON, GLEN GRANT, 
  MICHAEL GOODWIN, DENIS LOUBET, FRED RAWLES, 
  MICHAEL SURBROOK, and GEORGE “SPEED” WEBBER
  TM
  
  CONTENTS
  2
  CONTENTS
  Lead Playtester: Jeff Wilson
  Playtesters: Anthony Jackson, Charleson Mambo, Christopher R. Rice, David Scheidt, Douglas Cole, Frederick Brackin, Jake Steinmann, John W. Nowak, Jon Glenn, 
  Jon Walters, Jonathan Bennett, Karl Gallagher, Kyle Bresin, Nelson Cunnington, Paul Blankenship, Paul Chapman, Peter V. Dell'Orto, Robert Gilson, 
  Roger Burton West, Sam Young, Shawn A. Fisher, Thomas Gamble, Thomas Jones-Low, and Tim Ray. 
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Spaceships, e23, and the names of all products 
  published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. 
  GURPS Spaceships is copyright © 2007 by Steve Jackson Games Incorporated. All rights reserved. 
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, 
  and punishable by law. Please purchase only authorized electronic editions, and do not participate in or 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
  Indexer ❚ THOMAS WEIGEL
  Page Design ❚ PHIL REED and
  JUSTIN DE WITT
  Managing Editor ❚ PHIL REED
  Art Director ❚ WILL SCHOONOVER
  Production Artist ❚ ALEX FERNANDEZ
  Print Buyers ❚ PHIL REED and
  WILL SCHOONOVER
  Marketing Director ❚ PAUL CHAPMAN
  Sales Manager ❚ ROSS JEPSON
  Errata Coordinator ❚ ANDY VETROMILE
  GURPS FAQ MAINTAINER ❚
  STÉPHANE THÉRIAULT
  INTRODUCTION. . . . . . . . . . 4
  About GURPS . . . . . . . . . . . . . . . . . . 4
  About The Series. . . . . . . . . . . . . . . . . 4
  Publication History . . . . . . . . . . . . . . 4
  About the Author . . . . . . . . . . . . . . . . 4
  Scaling Statistics. . . . . . . . . . . . . . . . . 5
  SPACECRAFT. . . . . . . . . . . . 5
  SPACECRAFT STATISTICS . . . . . . . . . . . . 5
  EXAMPLES . . . . . . . . . . . . . . . . . . . . . . . . 6
  Star Flower-class 
  Tramp Freighter . . . . . . . . . . . . . . 6
  Midnight Sun-class 
  Orbital Shuttle . . . . . . . . . . . . . . . 7
  DESIGN. . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  SPACECRAFT SYSTEMS . . . . 8
  Scaling Up Spacecraft. . . . . . . . . . . . . 9
  Spacecraft Hulls. . . . . . . . . . . . . . . . . 9
  SYSTEM DESCRIPTIONS. . . . . . . . . . . . . 9
  Free Equipment . . . . . . . . . . . . . . . . 10
  Additional Equipment . . . . . . . . . . . 10
  Armor, Ice . . . . . . . . . . . . . . . . . . . . . 11
  Armor, Stone . . . . . . . . . . . . . . . . . . 11
  Armor, Steel . . . . . . . . . . . . . . . . . . . 11
  Armor, Light Alloy . . . . . . . . . . . . . . 11
  Armor, Metallic Laminate. . . . . . . . 12
  Armor, Advanced Metallic 
  Laminate . . . . . . . . . . . . . . . . . . . 12
  Armor, Nanocomposite . . . . . . . . . . 12
  Armor, Organic. . . . . . . . . . . . . . . . . 12
  Armor, Diamondoid. . . . . . . . . . . . . 13
  Armor, Exotic Laminate . . . . . . . . . 13
  Cargo Hold . . . . . . . . . . . . . . . . . . . . 13
  Cloaking Device . . . . . . . . . . . . . . . . 13
  Contragravity Lifter. . . . . . . . . . . . . 14
  Control Room. . . . . . . . . . . . . . . . . . 14
  Defensive ECM. . . . . . . . . . . . . . . . . 14
  Engine Room . . . . . . . . . . . . . . . . . . 15
  Enhanced, Multipurpose, 
  Science, and Tactical
  Comm/Sensor Arrays. . . . . . . . . 15
  External Clamp . . . . . . . . . . . . . . . . 15
  Factory . . . . . . . . . . . . . . . . . . . . . . . 16
  Force Screen. . . . . . . . . . . . . . . . . . . 16
  Fuel Tank . . . . . . . . . . . . . . . . . . . . . 17
  Habitat . . . . . . . . . . . . . . . . . . . . . . . 17
  Hangar Bay. . . . . . . . . . . . . . . . . . . . 18
  Specialized Rooms for Habitats. . . . 18
  Jet Engine. . . . . . . . . . . . . . . . . . . . . 19
  Jump Gate . . . . . . . . . . . . . . . . . . . . 19
  Mining and Refinery . . . . . . . . . . . . 19
  Open Space. . . . . . . . . . . . . . . . . . . . 19
  
  CONTENTS
  3
  Passenger Seating . . . . . . . . . . . . . . 20
  Power Plant, Chemical Energy . . . 20
  Power Plant, Reactor. . . . . . . . . . . . 20
  Ramscoop. . . . . . . . . . . . . . . . . . . . . 21
  Reaction Engine, Chemical and
  HEDM Rockets. . . . . . . . . . . . . . 21
  Reaction Drive Engines . . . . . . . . . . 21
  Reaction Engines, Electric . . . . . . . 22
  Reaction Engine, Fission . . . . . . . . 22
  Reaction Engine, Nuclear Pulse. . . 22
  Reaction Engine, Fusion. . . . . . . . . 23
  Reaction Engine, Total Conversion
  and Antimatter . . . . . . . . . . . . . . 23
  Reactionless Engines. . . . . . . . . . . . 24
  Reconfigurable System . . . . . . . . . . 24
  Robot Arm . . . . . . . . . . . . . . . . . . . . 24
  Soft-Landing System. . . . . . . . . . . . 24
  Solar Panel Array. . . . . . . . . . . . . . . 25
  Space Sails . . . . . . . . . . . . . . . . . . . . 25
  Stardrive Engine . . . . . . . . . . . . . . . 25
  Stasis Web . . . . . . . . . . . . . . . . . . . . 26
  Upper Stage . . . . . . . . . . . . . . . . . . . 26
  Weapons, Major Battery . . . . . . . . . 26
  Weapons, Medium Battery . . . . . . . 27
  Weapons, Secondary Battery . . . . . 27
  Weapons, Tertiary Battery . . . . . . . 27
  Weapons, Spinal Battery. . . . . . . . . 28
  Weapon Types. . . . . . . . . . . . . . . . . . 28
  DESIGN FEATURES . . . . . . . . . . . . . . . . 29
  DESIGN SWITCHES. . . . . . . . . . . . . . . . 31
  Adapting Fictional Spaceships. . . . . 31
  CREW . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  FINALIZING THE SPACECRAFT. . . . . . . 34
  Distance and Speed Units . . . . . . . . 36
  SPACE TRAVEL . . . . . . . . . 36
  MANEUVER DRIVES. . . . . . . . . . . . . . . 36
  Newtonian Space Flight 
  and Delta-V . . . . . . . . . . . . . . . . . 37
  Travel with Reactionless Drives . . . 38
  Continuous Acceleration 
  with Reaction Drives. . . . . . . . . . 38
  Interplanetary Transfer Orbits . . . . . 38
  Lightsails and Magsails . . . . . . . . . . 39
  STARDRIVES. . . . . . . . . . . . . . . . . . . . . . 40
  Hyperdrive . . . . . . . . . . . . . . . . . . . . 40
  Atmospheric Flight . . . . . . . . . . . . . . 40
  Jump Drive . . . . . . . . . . . . . . . . . . . . 41
  Warp Drive . . . . . . . . . . . . . . . . . . . . 41
  SPACE OPERATIONS . . . . . . . . . . . . . . . 41
  Access . . . . . . . . . . . . . . . . . . . . . . . . 41
  Cargo Handling . . . . . . . . . . . . . . . . 44
  Computers and Software . . . . . . . . 44
  Comm/Sensor Arrays . . . . . . . . . . . 44
  Detection . . . . . . . . . . . . . . . . . . . . . . 45
  Overloading Life Support . . . . . . . . 46
  Repair and Maintenance. . . . . . . . . 46
  CONSUMABLES . . . . . . . . . . . . . . . . . . . 46
  Refueling. . . . . . . . . . . . . . . . . . . . . . 46
  Food . . . . . . . . . . . . . . . . . . . . . . . . . 47
  Ammunition . . . . . . . . . . . . . . . . . . . 47
  Drop Capsules . . . . . . . . . . . . . . . . . 47
  BASIC SPACE COMBAT . . . 48
  THE ENGAGEMENT . . . . . . . . . . . . . . . 48
  SPACE COMBAT TURNS . . . . . . . . . . . . 49
  ACTION DURING A TURN. . . . . . . . . . . 50
  Character Actions . . . . . . . . . . . . . . 50
  When Not To Use These Rules. . . . . 50
  Functional Systems and Control
  Stations . . . . . . . . . . . . . . . . . . . . 51
  Pre-Battle Turns . . . . . . . . . . . . . . . . 51
  Space Movement . . . . . . . . . . . . . . . 54
  Keeping it Simple: 
  NPC Crew Actions. . . . . . . . . . . . 54
  Pilot Maneuvers . . . . . . . . . . . . . . . . 55
  Range . . . . . . . . . . . . . . . . . . . . . . . . 57
  Advantaged Status . . . . . . . . . . . . . . 57
  WEAPONS FIRE. . . . . . . . . . . . . . . . . . . 57
  Beam Fire . . . . . . . . . . . . . . . . . . . . . 58
  Ballistic Attacks . . . . . . . . . . . . . . . . 59
  Point Defense Attacks. . . . . . . . . . . . 59
  Dodge . . . . . . . . . . . . . . . . . . . . . . . . 60
  DAMAGE. . . . . . . . . . . . . . . . . . . . . . . . . 60
  Beam Damage . . . . . . . . . . . . . . . . . 60
  Ballistic Attack Damage . . . . . . . . . 60
  Hull Damage and Hit Location . . . 61
  ACTION ABOARD. . . . . . . . . . . . . . . . . . 63
  Damage Control. . . . . . . . . . . . . . . . 64
  Boarding . . . . . . . . . . . . . . . . . . . . . . 65
  Launching Small Craft . . . . . . . . . . 65
  SPECIAL RULES. . . . . . . . . . . . . . . . . . . 65
  Formations . . . . . . . . . . . . . . . . . . . . 65
  Ground Fire . . . . . . . . . . . . . . . . . . . 65
  Main Radiators in Combat. . . . . . . 65
  Tractor Beams in Combat. . . . . . . . 66
  Precision Attacks . . . . . . . . . . . . . . . 66
  Targeting Exposed Systems . . . . . . 66
  Weapons in Ordinary Combat . . . . . 66
  WEAPON TABLES . . . . . . . . . . . . . . . . . 67
  Beam Weapon Tables . . . . . . . . . . . 67
  Guns and Launchers Tables . . . . . . 68
  INDEX . . . . . . . . . . . . . . . 69
  
  INTRODUCTION
  4
  This book describes how spacecraft are designed and
  explains what the systems built into them do. Several examples
  of spacecraft from different tech levels are also provided, along
  with rules for space flight and a basic space combat system.
  Why a new system for describing spacecraft? GURPS has
  had several spaceship creation systems, but they were intend-
  ed for gamers who wanted to spend hours building a single
  ship. If you enjoy that level of detail, GURPS Vehicle Design
  System and GURPS Traveller: Interstellar Wars are recom-
  mended. This system is more abstract, but it’s also faster. The
  design rules are tightly integrated into the mechanics for space
  combat, simplifying procedures for character actions, power
  allocation, and hit location.
  PUBLICATION HISTORY
  GURPS Spaceships includes revised and expanded ver-
  sions of the space travel rules that first appeared in GURPS
  Space (by William Barton and Steve Jackson) and the ship
  combat rules that David Pulver added to GURPS Space 3rd
  Edition.
  ABOUT THE AUTHOR
  David L. Pulver is a freelance writer and game designer
  based in Victoria, British Columbia. He is the co-author 
  of the GURPS Basic Set 4th Edition and author of
  Transhuman Space and numerous other roleplaying games
  and supplements.
  About GURPS
  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:
  Pyramid (www.sjgames.com/pyramid). Our online maga-
  zine includes new GURPS rules and articles. It also covers the
  d20 system, Ars Magica, BESM, Call of Cthulhu, and many
  more top games – and other Steve Jackson Games releases like
  Illuminati, Car Wars, Transhuman Space, and more. Pyramid
  subscribers also get opportunities to playtest new GURPS books!
  New supplements and adventures. GURPS continues to
  grow, and we’ll be happy to let you know what’s new. For a cur-
  rent catalog, send us a legal-sized SASE, or just visit
  www.warehouse23.com.
  e23. Our e-publishing division offers GURPS adventures,
  play aids, and support not available anywhere else! Just head
  over to e23.sjgames.com.
  Errata. Everyone makes mistakes, including us – but we do
  our best to fix our errors. Up-to-date errata sheets for all
  GURPS releases, including this book, are available on our
  website – see below.
  Internet.
  Visit us on the World Wide Web at
  www.sjgames.com for errata, updates, Q&A, and much
  more. To discuss GURPS with SJ Games staff and fellow
  gamers, come to our forums at forums.sjgames.com. 
  You car find the GURPS Spaceships
  web page at
  www.sjgames.com/gurps/books/spaceships.
  Bibliographies. Many of our books have extensive bibliogra-
  phies, and we’re putting them online – with links to let you buy
  the books that interest you! Go to the book’s web page and look
  for the “Bibliography” link.
  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 The Series
  GURPS Spaceships is the core book in the GURPS
  Spaceships series, a series of 32-page volumes that will
  supplement GURPS Space campaigns by providing
  ready-to-use spacecraft descriptions and rules for
  space travel, combat, and operations. The series will
  include Traders, Liners, and Transports; Warships
  and Space Pirates; Fighters, Carriers, and Mecha;
  Exploration and Colony Spacecraft; Mining and
  Industrial Spacecraft; Strange and Alien Spacecraft;
  and Sentient Spacecraft.
  Each volume provides spacecraft descriptions and
  supplementary rules. For example, trade and passen-
  gers are covered in Traders, Liners, and Transports,
  and hex-grid combat is covered in Warships and
  Space Pirates.
  INTRODUCTION
  
  In the vast cavern of Vehicle Assembly Bay Two, the great ship
  was taking form. Her great alloy skeleton was surrounded by a
  swarm of hundreds of technicians and robots that floated about
  her, hard at work. Today they were installing the main engines:
  the fusion torch for normal space travel, and the Ashtekar-Thorn
  hyperdrive so she could leap between the stars. The habitats and
  workshops for the 306 crewmembers would follow, cocooned in
  a shell of hyperdense armor – all wrapped around the spinal par-
  ticle cannon that gave the ship her dreadful purpose.
  – Maya Bright, Inner Systems Gazette, 2434 A.D.
  Spacecraft detailed in the GURPS Spaceships line use a
  common format for statistics. The description begins with the
  ship’s name and TL. This is followed by a description of the
  spacecraft’s intended mission, how it may be used, the space-
  craft’s hull type, systems, design features, crew, and statistics.
  Throughout these rules, the terms “spacecraft” and “vessel”
  are used interchangeably.
  Hull and Systems
  Spacecraft hulls are rated in terms of their mass in short
  tons (2,000 lbs. per ton), their Size Modifier, and their longest
  dimension. A hull is further defined as either streamlined (an
  aerodynamic shape) or unstreamlined.
  Spacecraft hulls are divided into three sections: the front
  hull, the central hull, and the rear hull. Each represents one-
  third of the spacecraft’s total mass (not volume). This need not
  be taken too literally: the actual shape may be more complex,
  e.g., “the front hull section” could include forward-facing parts
  of the vessel that are actually part of multiple different sub-
  hulls, pods, or wings.
  The front, center, and rear hulls each contain six hull sys-
  tems numbered [1] to [6]. In addition, two of the three hull
  sections contain deep-buried systems designated [core]. Each
  system is a major component. The numbers are used for hit
  location rolls (see p. 61), while the core systems are similar to
  the vitals location of a human. Each spacecraft has 20 sys-
  tems, each 5% of the total mass.
  SPACECRAFT
  5
  CHAPTER ONE
  SPACECRAFT
  Scaling Statistics
  To improve playability, some statistics in spacecraft
  description have been scaled differently from those in
  the GURPS Basic Set.
  sACC: The space Accuracy statistic combines the
  weapon’s Acc bonus, the range penalty for firing at typ-
  ical ranges, and a bonus for aimed fire over several
  turns with the aid of active targeting systems and tar-
  geting programs.
  Acceleration: This is always measured in gravities,
  abbreviated G. To convert to a Move in yards per sec-
  ond per second, multiply it by 10.
  Delta-V: This “top speed” is measured in miles per
  second, abbreviated mps. To convert to a Top Speed in
  yards per second, multiply by 1,800.
  d-Damage: This is decade-scale damage, i.e., 1 point
  is 10 points of damage. For an explanation of decade-
  scale see Scaling Damage (p. B470).
  dDR: Space-scale DR is decade-scale damage
  resistance.
  dST/HP: Spaceship ST/HP values are also decade-
  scale.
  SPACECRAFT STATISTICS
  
  System types are given in italics, e.g. fusion rocket [1], or a
  spread of numbers for identical systems, e.g., “three cargo holds
  [4-6].” Core systems are designated [core], e.g., “tactical bridge
  [core].”
  Systems whose number or core designation are marked
  with an exclamation point are high-energy systems (p. 9) that
  must be allocated power (one Power Point per system) to oper-
  ate, e.g., stardrive [1!]. If a spread is designated, e.g., stardrive
  engine [1-3!], each separate system requires a Power Point.
  Individual system entries are followed by a statement of its
  capabilities, such as a rocket’s acceleration, a cargo hold’s
  capacity, or a habitat’s number and type of cabins, e.g., “fusion
  rocket [1] with 1G acceleration.” Refer to System Descriptions
  (p. 9) for detailed explanations of what each system does.
  Most spacecraft also include a computer network rated for
  its Complexity (see p. B472). This is distributed throughout the
  vessel – see Computer Networks (p. 44).
  Crew
  Crews are suggestions only. They are listed below the space-
  craft description. On large vessels, systems with workspaces
  containing technicians are noted with an asterisk.
  Statistics Table
  A spacecraft’s key performance statistics are summarized in
  standard GURPS vehicle format (p. B463) modified as detailed
  below:
  dST/HP: The Strength/Hit Point statistic in decade scale.
  Hnd/SR: The spacecraft’s Handling and Stability Rating.
  HT: The spacecraft’s Health.
  Move: These two numbers are acceleration in G (Earth
  gravities) followed by delta-V in miles per second (mps). A +
  sign is added if the vessel is an upper stage of a multi-stage
  vehicle. Delta-V (see p. B467) is the maximum change in veloc-
  ity a spacecraft can perform without running out of reaction
  mass; each acceleration or deceleration “costs” a fraction of
  the delta-V reserve. Space sails and reactionless drive vessels
  replace delta-V with the notation “c” (an abbreviation for the
  speed of light) to indicate they can reach near-light velocity.
  Light or magnetic sails just list their acceleration in G.
  LWt.: The typical loaded weight in tons under Earth 
  gravity, i.e., loaded mass.
  Load: This is the maximum load in tons the spacecraft 
  carries, and is the sum of the rated capacities of all payload
  systems (cargo holds, hangar bay, etc.).
  SM: This is the spacecraft’s Size Modifier.
  Occ: The occupancy rating gives the number of people the
  spacecraft supports, derived from its chosen systems. For ves-
  sels with short-term accommodations (e.g., seats) occupancy is
  split into crew + passengers followed by the suffix “SV” to
  show they have limited life support (Sealed and Vacuum
  Support) for 24 hours. Vessels with long-term accommoda-
  tions (e.g., cabins) just list the number of people they can pro-
  vide ongoing full life support for, followed by the suffix “ASV.”
  dDR: The decade-scale Damage Resistance of the front
  hull/central hull/rear hull armor. If identical, only one is listed.
  Range: Used only for spacecraft with FTL drives: this is its
  FTL rating.
  Cost: The dollar cost of a new spacecraft in millions ($M),
  billions ($B), or trillions ($T).
  Footnotes cover exceptions (e.g., force screens that add to
  armor).
  SPACECRAFT
  6
  EXAMPLES
  The system presented in this book can describe many dif-
  ferent types of spacecraft. A few examples are shown below;
  more appear in future books in this series.
  STAR FLOWER-CLASS
  TRAMP FREIGHTER (TL11^)
  “My first billet was chief engineer on the Rose of Rigel. The
  captain was a smuggler and a slaver – for some reason this class
  of ship tends to attract an unsavory element.”
  – Captain Zeke Morrigan
  This is a fast tramp freighter designed for operations in
  frontier regions with primitive port facilities. Its reactionless
  drive gives it enough thrust to blast off from a planetary sur-
  face, or elude custom patrols or pirates. It has an SM+8
  streamlined hull. It masses 1,000 tons and is 75 yards long.
  Systems Table
  Front Hull
  System
  [1]
  Metallic laminate armor (dDR 7).
  [2]
  Cargo hold (50 tons capacity).
  [3]
  Cargo hold (50 tons capacity).
  Front Hull
  System
  [4]
  Cargo hold (50 tons capacity).
  [5]
  Cargo hold (50 tons capacity).
  [6]
  Enhanced array (comm/sensory Level 10)
  [core]
  Control room (four control stations; 
  Complexity 9 computer network).
  Central Hull System
  [1]
  Metallic laminate armor (dDR 7).
  [2]
  Habitat (six cabins; intended for passengers).
  [3]
  Habitat (four cabins, two-bed sickbay; 
  intended for crew).
  [4]
  Cargo hold (50 tons capacity).
  [5]
  Cargo hold (50 tons capacity).
  [6!]
  Tertiary battery (1 turret, 10 MJ laser; 
  43.5 tons of cargo).
  Rear Hull
  System
  [1]
  Metallic laminate armor (dDR 7).
  [2!]
  Standard reactionless drive engine 
  (1G acceleration).
  [3!]
  Standard reactionless drive engine 
  (1G acceleration).
  [4!]
  Stardrive engine (FTL-1).
  [5!]
  Stardrive engine (FTL-1).
  [6]
  Engine room (1 workspace).
  [core]
  Fusion reactor (provides two Power Points).
  
  SPACECRAFT
  7
  The spacecraft has artificial gravity. Usual crew are four
  control crew (captain/navigator, pilot, chief engineer, and
  comm/sensor operator), an engine room technician, a steward
  (to look after passengers), and a medic. The sensor operator
  usually serves as a gunner when necessary.
  Spacecraft Table
  TL
  Spacecraft
  dST/HP Hnd/SR HT
  MoveLWt.
  Load
  SM
  Occ
  dDR
  Range
  Cost
  PILOTING/TL11 (AEROSPACE, HIGH-PERFORMANCE SPACECRAFT)
  11^Star Flower-class Freighter
  70
  -1/5
  13
  2G/c1,000
  301
  +8
  20ASV
  7
  2¥
  $44.5M
  Top air speed is 3,500 mph.
  Spacecraft Table
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR Range
  Cost
  PILOTING/TL9 (AEROSPACE, HIGH-PERFORMANCE SPACECRAFT)
  9
  Midnight Sun booster-orbiter
  50
  -1/5
  12
  3G/2.6 mps
  300
  11.6
  +7
  10SV
  –
  2/2/0
  $3.66M
  9
  Midnight Sun orbiter only
  30
  0/4
  12
  3G/+3.4 mps
  100
  11.4
  +6
  2+12SV
  –
  2/2/0
  $1.61M
  Air speed is 4,300 mph; orbiter’s air Handling/SR is +4/5.
  MIDNIGHT SUN-CLASS
  ORBITAL SHUTTLE (TL9)
  “First time I went into space was aboard one of these relics,
  before they got the beanstalk up. 3G acceleration is not fun when
  you’re five years old.”
  – Maya Bright
  This is a two-stage spacecraft designed to lift a shuttle and
  crew from an Earth-gravity world into high orbit. It consists of
  a 300-ton booster stage including one 100-ton upper stage (see
  Upper Stage, p. 26).
  Midnight Sun and Booster Stage
  This the complete “stack” of both vehicles, treated as an
  SM+7 300-ton hull. It counts as streamlined because the top
  stage is streamlined. The first stage falls away after accelerat-
  ing the rocket to a delta-V of 2.6 mps.
  Systems Table
  Front Hull
  System
  [1-6]
  A 100-ton upper stage (see below).
  Central Hull
  System
  [1-6, core]
  Fuel tanks (105 tons of rocket fuel)*.
  Rear Hull
  System
  [1]
  Chemical rocket engine (3G acceleration).
  [2-6, core]
  Fuel tanks (90 tons of rocket fuel)*.
  * The combined rocket fuel provides a total of 2.6 mps
  delta-V.
  Second Stage – Midnight Sun Orbiter
  The first stage burns out and falls away after accelerating
  the rocket to a delta-V of 2.6 mps; the winged second stage’s
  engine then takes over, adding 3.4 mps for a total of 6 mps,
  enough to reach low orbit (losing some of its fuel tanks as it
  does so, since 10 expendable tanks were installed). The upper
  stage is a space vehicle built on an SM+6 100-ton streamlined
  hull.
  Systems Table
  Front Hull
  System
  [1]
  Light alloy armor (dDR 2).
  [2]
  Control room (two control stations; 
  Complexity 5 computer network; 
  base array, comm/sensor Level 4).
  [3-4]
  Passenger seats (12 seats).
  [5-6]
  Cargo hold (10 tons capacity).
  Central Hull
  System
  [1]
  Light alloy armor (dDR 2).
  [2-6, core]
  Expendable fuel tanks (30 tons of rocket
  fuel).*
  Rear Hull
  System
  [1]
  Chemical rocket engine (3G acceleration).
  [2-6, core]
  Expendable fuel tanks 
  (30 tons of rocket fuel).*
  * The combined rocket fuel provides a total of 3.4 mps
  delta-V.
  The upper stage has the winged design feature. Crew con-
  sists of a pilot and co-pilot.
  
  SPACECRAFT SYSTEMS
  8
  CHAPTER TWO
  SPACECRAFT
  SYSTEMS
  This chapter provides rules to design and modify spacecraft, and a catalog of systems to build them with.
  These rules can be used to assign statistics to spacecraft
  that range from 30 tons to 3,000,000 tons mass and which are
  built at TL7 to TL12.
  To create a spacecraft, first choose the TL, and consider the
  spacecraft’s mission. Who’s building it and why? Is it a station,
  an interplanetary ship, or a starship? A merchantman or a war-
  ship?
  Decide how large the ship is by choosing a hull size modifi-
  er from SM+5 to SM+15, and whether the hull is streamlined
  or unstreamlined; see Spacecraft Hulls (p. 9).
  A spacecraft hull has three hull sections – front, central, and
  rear – into which are placed 20 systems. Each system is a set of
  components representing 5% of the ship’s total loaded mass.
  Choose any combination of systems from those listed under
  System Descriptions (p. 9). A spacecraft can have multiple
  examples of the same system. The choices should fit the set-
  ting, which can determine which space drives are available and
  which superscience technologies exist.
  The front, central, and rear hull sections must each contain
  six systems; number these systems [1] to [6]. Two additional
  systems, buried deep inside the spacecraft’s hull, are designat-
  ed [core] and may be placed in any two different hull sections.
  Record system statistics, such as the tons of cargo in a hold or
  engine acceleration, as they are selected.
  Spacecraft can have various optional design features (p. 29)
  and design switches (p. 31). These don’t count toward the 20
  systems.
  Refer to Finalizing the Spacecraft (p. 34) to determine how
  these choices affect the spacecraft’s statistics.
  Example: We decide to create a TL10 armed merchant ship.
  We give it an SM+8 unstreamlined hull (so the ship masses
  1,000 tons). We then select the six systems for each hull section
  and two core systems, placing one core system in the front and
  one in the rear, and making these choices:
  The front hull will have steel armor [1] to protect the vessel.
  The crew and passengers live in two habitats [2-3] with 
  six cabins each. There are three cargo holds [4-6] each with 
  50 tons capacity. The vessel is controlled from a control room
  [core] with four control stations and a Complexity 8 comput-
  er network.
  The central hull will be devoted to six cargo holds [1-6] with
  50 tons capacity each. (We decided not to bother with armor, to
  give an open “container ship” feel.)
  The rear hull will have steel armor [1], another cargo hold
  [2] with 50 tons capacity, an engine room [3], a hangar bay [4]
  with 30 tons capacity, a hot reactionless drive [5!] with 2G
  acceleration, a stardrive engine [6!] with hyperdrive, and a
  fusion reactor [core] with two Power Points. Systems with an
  ! require power. We refer to the individual computer network
  and system descriptions to find out the total cost of the space-
  craft. We then examine the design features and design switch-
  es section, and decide that the spacecraft has the artificial
  gravity (p. 29) feature.
  Last of all we finalize the design, add up costs, and record
  the spacecraft’s statistics.
  DESIGN
  
  SPACECRAFT HULLS
  A hull is rated for its Size Modifier (SM), which determines
  the spacecraft’s mass, dST/HP, dimensions, and the base
  Handling and Stability Rating.
  A spacecraft hull must be streamlined or unstreamlined.
  Unstreamlined: This is a spherical, cylindrical, cubical, or
  humanoid hull, or a complex collection of spheres, saucers,
  cylinders, booms, and pods. It is designed for space operations;
  it might be able to fly with enough thrust, but has poor aero-
  dynamics.
  Streamlined: A streamlined hull’s shape may be a wedge,
  lifting body, cone, disk, teardrop, bullet, or needle-like shape. It
  is optimized for high atmospheric speed. A streamlined space-
  craft must have at least one Armor system for its front hull or
  central hull (if a multi-stage design, only the uppermost sec-
  tion need be armored). All of its armor will have lower DR than
  an unstreamlined hull, due to the greater surface area.
  The hull’s SM determines its other characteristics:
  Hull Size Table
  SM
  Loaded Mass
  Length dST/HP Hnd/SR
  SM+5
  30 tons
  15 yards (45 ft)
  20
  0/4
  SM+6
  100 tons
  20 yards (60 ft)
  30
  0/4
  SM+7
  300 tons
  30 yards (90 ft)
  50
  -1/5
  SM+8
  1,000 tons
  50 yards (150 ft)
  70
  -1/5
  SM+9
  3,000 tons
  70 yards (200 ft)
  100
  -1/5
  SM+10
  10,000 tons
  100 yards (300 ft)
  150
  -2/5
  SM+11
  30,000 tons
  150 yards (450 ft)
  200
  -2/5
  SM+12
  100,000 tons
  200 yards (600 ft)
  300
  -2/5
  SM+13
  300,000 tons
  300 yards (900 ft)
  500
  -3/5
  SM+14 1,000,000 tons 500 yards (1,500 ft)
  700
  -3/5
  SM+15 3,000,000 tons 700 yards (2,000 ft)
  1,000
  -3/5
  Loaded Mass: The approximate loaded mass of the space-
  craft in tons. To keep this system simple, mass values follow a
  1-3-10 progression that conforms with SM.
  Length: An average for a typical unstreamlined cylindrical
  spacecraft, or for many complex shapes like saucer-boom-and-
  pod designs. Length is only an approximation; feel free to vary
  it. Streamlined vessels may be up to twice as long. Stubby
  cylinders, teardrops, saucers, and other more complex shapes
  average about 50%-75% of this length. A sphere will be less
  than half this length.
  dST/HP: This is the spacecraft’s decade-scale ST and basic
  HP value.
  Hnd/SR: The base Handling and Stability Rating of a space-
  craft of that size.
  A hull has no cost – that depends on the armor or other sys-
  tems added to it.
  SPACECRAFT SYSTEMS
  9
  Scaling Up
  Spacecraft
  The spacecraft tables are built around SM+5 to
  SM+15 spacecraft. However, the GM may permit larg-
  er spacecraft. All tables follow a logical progression,
  and GMs should feel free to extrapolate larger sizes
  and statistics if desired.
  If emulating real or fictional spacecraft whose mass
  falls between the values listed, just pick whichever hull
  size is closest to the known mass or dimensions.
  SYSTEM DESCRIPTIONS
  Numerous systems may be built into spacecraft. The cost,
  and many other statistics, vary according to the spacecraft’s
  hull SM, as indicated in the tables in this section.
  TL
  The suggested TL the system is available at. Most spacecraft
  are built using systems from a variety of TLs. All superscience
  systems (TL^) are optional and their TL is only a suggestion.
  Some items are referred to as “limited superscience.” They
  don’t egregiously violate physical laws, but they do push past
  the edge of realistic engineering capabilities.
  These rules offer a wide variety of superscience technolo-
  gies, some of which can be overwhelming effective if not coun-
  tered by other superscience! For example, take care to balance
  weapon damage with DR to avoid ships that are invulnerable
  or die instantly.
  Location and Other Restrictions
  Some systems can only go be placed in certain hull section
  locations.
  [any] means the system can go anywhere.
  [hull] means it can go in any of the 18 hull locations, but
  cannot be a core system.
  [rear] means it can only go in the rear hull and may not be
  a core system.
  [front] means it can only go in the front hull and may not
  be a core system.
  Dollar Cost and Other Statistics
  Most systems have a specified cost that increases with Size
  Modifier, as shown in the system’s table. Many systems have
  other statistics, such as the capacity of a cargo hold or the
  acceleration of a maneuver drive. Where large numbers are
  used, the abbreviations K for thousand, M for million, B for
  billion, and T for trillion are used, e.g., a dollar cost of 30M is
  $30 million dollars.
  High-Energy Systems and Power Points
  Certain systems are “high-energy systems” that require a
  great deal of power. These are indicated with an exclamation
  point next to their location, e.g., [!]. Each high-energy system
  operated simultaneously must be assigned one Power Point to
  power it. Power Points are produced by power systems, such
  
  as fission power plants. You can design the vessel with enough
  Power Points to operate every high-energy system that needs
  to run simultaneously, or install less power, which forces the
  crew to carefully decide what systems they want powered up at
  any given time. (Excess power is useful for redundancy in case
  of damage.)
  Spacecraft without high-energy systems do not require
  Power Points. It’s assumed that built-in auxiliary power sup-
  plies or energy banks factored into the systems are sufficient.
  Workspaces
  Many systems (especially on larger spacecraft) have a spec-
  ified number of “workspaces.” This determines how many
  technicians are required to man and maintain that system.
  Thus, if a system specifies three workspaces, it is normally
  manned by three crew, who are busy inside that system per-
  forming various routine duties, such as monitoring panels or
  performing maintenance. Workspaces include duty stations
  for the technicians and workshops that fulfill equipment
  requirements for these techs to maintain and repair that type
  of system (or all shipboard systems, for engine rooms). The
  Automation (p. 29) design feature can reduce or eliminate
  workspace requirements.
  Repair Skill
  Systems that can be disabled or destroyed list the skill
  required to repair them. This is also the skill that crew will
  need for routine maintenance. Mechanic (Vehicle Type) means
  the required specialization is the same as the Piloting skill.
  Armor Systems
  Armor systems are rated for the decade-scale DR (dDR) that
  they provide to the hull section they are installed in. Thus,
  armor on the front hull protects the front of the spacecraft,
  armor on the central hull protects the central hull (the sides),
  and armor on the rear hull protects the back. To fully armor a
  spacecraft, add armor systems to the front, central, and rear
  hull.
  The dDR of armor systems also varies depending on
  whether the ship is streamlined or not: two values are listed for
  each armor system, US (unstreamlined) or SL (streamlined).
  The lower dDR for streamlined vessels represents the same
  mass of armor spread over a greater surface area.
  A streamlined spacecraft must be given at least one armor
  system on its front or central hull.
  Multiple armor systems (“layers”) can protect the same hull
  section; the dDR of all armor systems on a given hull section
  are cumulative. Where important (e.g., in the case of semi-
  ablative or hardened armor), armor layers from outer to inner-
  most protect in the order they are numbered. Civilian craft
  built for deep space operations often omit armor on some sec-
  tions to conserve mass. If a hull section is entirely unarmored,
  it is dDR 0.
  (When not using decade-scale damage, e.g., in personal
  combat, the thin non-structural walls of a dDR 0 unarmored
  hull section can be assumed to have DR 2 if streamlined or DR
  3 if unstreamlined.)
  SPACECRAFT SYSTEMS
  10
  Free Equipment
  Along with their 20 systems, all spacecraft get the
  following equipment.
  Airlocks for entering the vessel. A spacecraft can be
  assumed to have (SM-4) airlocks, with each airlock
  capable of admitting (SM-4) persons per cycle.
  Auxiliary Power systems that power all systems not
  requiring Power Points.
  Landing Gear in the form of retractable runners or
  landing legs if the spacecraft is either streamlined or
  capable of 0.1G or greater acceleration, or retractable
  wheels if the spacecraft is winged.
  Routine equipment for safety, e.g., lights, fire extin-
  guishers, pressure doors, etc. If SM+7 or larger,
  numerous ducts, corridors, and passageways. If large
  enough (usually SM+9) elevators, turbo-lifts, or other
  internal rapid-transit systems connecting all crewed or
  inhabited systems and cargo or hangar areas.
  Additional
  Equipment
  GMs with Ultra-Tech, High-Tech, or other GURPS
  catalog books may install extra equipment from these
  books into Cargo or Habitat systems. Large items use
  up space based on their mass in tons.
  
  ARMOR, ICE (TL0) [HULL]
  This is armor made from frozen water. It may be used to
  represent spacecraft built from hollowed-out comets or Kuiper
  Belt objects, although ice is sometimes added atop other
  armor as cheap shielding for space stations. Ice armor systems
  provide semi-ablative dDR (p. B47) that protects the hull sec-
  tion it is installed in. Ice armor is not available for SM+5 to
  SM+7 hulls, nor for streamlined hulls. Cost is negligible.
  Ice Armor Table
  SM
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  1
  2
  2
  3
  5
  7
  10
  15
  Repair Skill: Armoury (Vehicle Armor) at -4 for unfamiliar-
  ity, unless ice armor is commonly used.
  ARMOR, STONE
  (TL0) [HULL]
  This is rock armor for vessels that are hollowed-out aster-
  oids, or covered with a layer of rock or slag. Stone dDR is semi-
  ablative (p. B47). It is unavailable for SM+5-6 hulls, or for
  streamlined hulls. Cost is negligible.
  Stone Armor Table
  SM
  +7
  +8
  +9
  +10 +11
  +12
  +13
  +14
  +15
  US dDR
  1
  2
  2
  3
  5
  7
  10
  15
  20
  Repair Skill: Masonry.
  ARMOR, STEEL (TL7) [HULL]
  This is armor made of high-quality steel plate. It is common
  due to its low cost.
  Steel Armor Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  1
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  SL dDR
  no
  1
  2
  3
  5
  7
  10
  15
  20
  30
  50
  Cost ($)
  6K
  20K
  60K
  200K
  600K
  2M
  6M
  20M
  60M
  200M
  600M
  Repair Skill: Armoury (Vehicle Armor).
  ARMOR, LIGHT ALLOY (TL7) [HULL]
  This is armor made of aerospace-grade aluminum or titanium alloys.
  Light Alloy Armor Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  100
  SL dDR
  1
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  Cost ($)
  15K
  50K
  150K
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  Repair Skill: Armoury (Vehicle Armor).
  SPACECRAFT SYSTEMS
  11
  
  ARMOR, METALLIC LAMINATE (TL8) [HULL]
  This is titanium, aluminum, beryllium, or ultra-hard steel alloy further reinforced by the addition of carbon fibers, ceramic
  fibers, or intermetallic laminates.
  Metallic Laminate Armor Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  3
  5
  7
  10
  15
  20
  30
  50
  70
  100
  150
  SL dDR
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  100
  Cost ($)
  30K
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  Repair Skill: Armoury (Vehicle Armor).
  ARMOR, ADVANCED METALLIC LAMINATE (TL9) [HULL]
  This is armor similar to metallic laminate, but the alloy is reinforced through the addition of super-strong carbon nanotubes,
  boron nanotubes, or diamond whiskers.
  Advanced Metallic Laminate Armor Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  5
  7
  10
  15
  20
  30
  50
  70
  100
  150
  200
  SL dDR
  3
  5
  7
  10
  15
  20
  30
  50
  70
  100
  150
  Cost ($)
  60K
  200K
  600K
  2M
  6M
  20M
  60M
  200M
  600M
  2B
  6B
  Repair Skill: Armoury (Vehicle Armor).
  ARMOR, NANOCOMPOSITE (TL10) [HULL]
  This armor uses ultra-strength carbon or boron nanotube-reinforced polymers. It can also represent biotech hulls far stronger
  than the organic hull covered below.
  Nanocomposite Armor Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  7
  10
  15
  20
  30
  50
  70
  100
  150
  200
  300
  SL dDR
  5
  7
  10
  15
  20
  30
  50
  70
  100
  150
  200
  Cost ($)
  150K
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  Repair Skill: Armoury (Vehicle Armor).
  ARMOR, ORGANIC (TL10) [HULL]
  This is low-cost armor made of advanced biotech materials (space-adapted wood or living tissue, living bioplastic, etc.) Use this
  for spacecraft with living or high-biotech wood hulls. DR is halved (round down) against burning or corrosion damage. TL11 if
  engineered or manufactured rather than found (e.g., the body or wood of a space life form).
  Organic Armor Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  100
  SL dDR
  1
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  Cost ($)
  10K
  30K
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  Repair Skill: Carpentry, Biotechnology (Tissue Engineering), or even Veterinary.
  SPACECRAFT SYSTEMS
  12
  
  Options
  Special options are available by sacrificing some cargo
  capacity.
  Refrigerated: Refrigerated cargo space adds an extra $0.5K
  per ton.
  Shielded: Concealed and scan-shielded cargo space. Each
  ton of cargo capacity sacrificed provides 0.5 tons of shielded
  cargo capacity and costs $4K.
  This is a superscience, energy-intensive stealth system that
  makes the vessel invisible to vision and to active and passive
  imaging sensors. The vessel can be detected if it fires weapons
  or uses a reaction drive. A spacecraft using a cloaking device is
  -10 to be detected by sensors. During space combat, cloaking
  devices are activated when power is allocated to them.
  SPACECRAFT SYSTEMS
  13
  ARMOR, DIAMONDOID (TL11) [HULL]
  This armor system uses super-hard nano-fabricated materials such as diamondoid, ultra-hard fullerites, or cubic boron nitride.
  Can also represent exotic superscience “crystal” armors
  Diamondoid Armor Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  10
  15
  20
  30
  50
  70
  100
  150
  200
  300
  500
  SL dDR
  7
  10
  15
  20
  30
  50
  70
  100
  150
  200
  300
  Cost ($)
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Repair Skill: Armoury (Vehicle Armor).
  ARMOR, EXOTIC LAMINATE (TL12) [HULL]
  Tougher armor than diamondoid, usually a complex laminate of ultra-hard materials and high-density exotic matter.
  Exotic Laminate Armor Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  US dDR
  15
  20
  30
  50
  70
  100
  150
  200
  300
  500
  700
  SL dDR
  10
  15
  20
  30
  50
  70
  100
  150
  200
  300
  500
  Cost ($)
  600K
  2M
  6M
  20M
  60M
  200M
  600M
  2B
  6B
  20B
  60B
  Repair Skill: Armoury (Vehicle Armor).
  CARGO HOLD [ANY]
  This is ordinary cargo space. Each system is rated for tons of cargo capacity. The design table shows the capacity of cargo space.
  Cost is negligible.
  Cargo Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Tons
  1.5
  5
  15
  50
  150
  500
  1.5k
  5k
  15k
  50k
  150k
  Repair Skill: Mechanic (Vehicle Type).
  CLOAKING DEVICE (TL^) [ANY!]
  Cloaking Device Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost($)
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  100B
  Repair Skill: Electronics Repair (EW).
  
  CONTRAGRAVITY LIFTER
  (TL^) [ANY!]
  Many contragravity systems are treated as reactionless
  drives. This system works differently: it selectively nullifies
  some or all of the pull of gravity on the spacecraft, but does not
  actually provide any acceleration. A spacecraft with contra-
  gravity lifters can land on, or take off from, a world regardless
  of its gravity. The lifter will cancel up to 10G, enough to take
  off from all normal or gas giant planets.
  CONTROL ROOM
  (TL7) [ANY]
  All spacecraft capable of maneuvering require a control
  room; multi-stage spacecraft only need this in the uppermost
  stage. Although the system includes the actual control room
  and computer systems, most of the mass and cost, especially
  on large spacecraft, is devoted to systems distributed about the
  vessel’s hull: a basic comm/sensor array for navigation, and the
  attitude thrusters or gyros used to alter facing.
  The control room’s basic array is embedded into the hull,
  providing a communications and sensor suite with a rated
  comm/sensor array level shown on the table below (see
  Comm/Sensor Arrays, p. 44). Many civilian vessels use only this
  minimal system; for specialized systems, see Enhanced,
  Multipurpose, Science, and Tactical Comm/Sensory Arrays
  (p. 15).
  The control room is also rated for the Complexity of its
  computer network (as per B472). The network is hardened vs.
  electromagnetic pulse and radiation.
  The control room is further rated for the number of control
  stations installed. Each station is an acceleration couch or seat
  plus a multi-function console for controlling shipboard opera-
  tions such as command, piloting, engineering, navigation, gun-
  nery, sensor operation, or communications. The more control
  stations, the less work for any one individual. All control sta-
  tions are configurable; there’s no need to specify what each one
  does. Each control station comes with 24 hours of limited life
  support for the operator, so a short-range fighter, shuttle, etc.
  doesn’t need a habitat.
  You may install fewer control stations: it’s possible to have
  an autonomous vessel with no control stations at all if the ves-
  sel is run by sapient AIs instead.
  Complexity is the system’s computer network complexity.
  Modify it by -6 at TL7, -4 at TL8, -2 at TL9, +1 at TL11, +2 at
  TL12.
  Comm/sensor is the system’s basic comm/sensor array level
  calculated from its TL, e.g., an SM+7 control room at TL10 has
  comm/sensor 6.
  Control stations is the typical number of control stations.
  You may install fewer (or none, for an autonomous bridge);
  each station removed saves $50K.
  Repair Skill: Electronics Repair (Computers), Computer
  Programming, and Electrician.
  DEFENSIVE ECM 
  (TL7) [ANY]
  An array of automatic self-defense jamming antenna, decoy
  systems, etc. that protects the spacecraft from being hit by
  enemy fire. Each system gives a -2 to ranged attacks against
  the vessel. No more than three can be installed. It only applies
  if the defensive ECM system is of the same or higher TL as the
  spacecraft or missile targeting it.
  Contragravity Lifter Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost($)
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Repair Skill: Mechanic (Contragravity).
  Control Room Table
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Complexity
  C6
  C7
  C7
  C8
  C8
  C9
  C9
  C10
  C10
  C11
  C11
  Comm/sensor
  TL-6
  TL-5
  TL-4
  TL-3
  TL-2
  TL-1
  TL
  TL+1
  TL+2
  TL+3
  TL+4
  Control Stations
  1
  2
  3
  4
  6
  10
  15
  20
  30
  40
  60
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost (dollars)
  60K
  200K
  600K
  2M
  6M
  20M
  60M
  200M
  600M
  2B
  6B
  SPACECRAFT SYSTEMS
  14
  Defensive ECM Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Repair Skill: Electronics Repair (EW).
  
  ENGINE ROOM (TL7) [ANY]
  Small spacecraft (SM+5 to SM+9) whose crew wish to per-
  form repairs and maintenance without exiting the vehicle
  should have an engine room system. An engine room includes
  room, tools, and parts sufficient to maintain and repair the
  craft. It isn’t required on an SM+5-9 craft, but lacking one low-
  ers HT and makes repairs harder.
  An engine room comes with one control station.
  An engine room should be placed in the same or adjacent
  hull section as the majority of the drives or power plants.
  SM+10 or larger spacecraft do not require an engine room sys-
  tem, since all systems that require maintenance include work-
  spaces integral to them (manned by their listed tech crew
  requirement).
  ENHANCED, MULTIPURPOSE,
  SCIENCE, AND TACTICAL
  COMM/SENSOR ARRAYS
  (TL7) [HULL]
  Many spacecraft have only a basic comm/sensor array (see
  Control Room), but some have more sophisticated systems.
  This is a large multi-function sensor and communications
  array. It uses an embedded phased array or rotating antenna
  for communicators and sensors. Installation of more than one
  array is rare, except for specialized space observatories or
  intelligence spacecraft. There are four types:
  Enhanced Array: A larger and more capable version of the
  basic array that comes with a control room system.
  Science Array: Incorporates highly sensitive instruments for
  use in astronomical and physics surveys, as well as the same
  equipment as an enhanced array.
  Tactical Array: Has the same capabilities as an enhanced
  array, but adds the ability to actively jam transmissions and
  overcome defensive ECM.
  Multipurpose Array: Combines science and tactical array
  functions.
  All arrays integrate active sensors, passive sensors, and a
  comm suite into a single system. The array is rated for its type
  and comm/sensor array Level, based on SM and TL, e.g., an
  SM+8 spacecraft built at TL10’s Level is 9. The array level is the
  same for all types; the only differences are their special abilities.
  The comm/sensor level determines the Telescopic Vision
  level of the array’s passive sensors. For other capabilities, see
  Comm/Sensor Arrays (p. 44) in Chapter 3. See Design Switches
  for various superscience upgrades.
  EXTERNAL CLAMP
  (TL7) [HULL]
  This is a system of clamps or grapples that allows the vessel
  to attach itself to another spacecraft or object that the vessel
  has rendezvoused with. Attachment takes at least 20 seconds;
  the subject must be cooperative or drifting. A clamped space-
  craft can be towed or pushed. To determine performance, cal-
  culate the tons of thrust. A vessel’s tons of thrust are equal to
  its acceleration (or FTL rating) times its mass. If it pulls or
  pushes a vessel or other heavy object (such as an asteroid)
  divide by their combined mass to get the new acceleration or
  rating. The two vessels may also combine their acceleration or
  FTL ratings: add their thrust or FTL rating together before
  dividing by combined mass.
  Engine Room Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10 or more
  Workspaces
  1
  1
  1
  1
  2
  –
  Cost ($)
  15K
  30K
  100K
  300K
  1M
  –
  Repair Skill: Mechanic (Vehicle Type).
  Enhanced, Science, Multipurpose, and Tactical Array Table
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Array Level
  TL-4
  TL-3
  TL-2
  TL-1
  TL
  TL+1
  TL+2
  TL+3
  TL+4
  TL+5
  TL+6
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost (dollars)
  60K
  200K
  600K
  2M
  6M
  20M
  60M
  200M
  600M
  2B
  6B
  Cost is 1¥ for enhanced, 5¥ for tactical or science, 10¥ for multipurpose array.
  Repair Skill: Electronics Repair (Communications and Sensors).
  External Clamp Table
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Dollar Cost ($)
  3K
  10K
  30K
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  Repair Skill: Mechanic (Vehicle Type).
  SPACECRAFT SYSTEMS
  15
  
  FACTORY (TL8) [ANY!]
  This is an industrial system capable of fabricating spare
  parts or other goods. Use Machinist skill to operate it. The $/hr
  entry on the table shows the production capacity in dollars per
  hour worth of goods it can assemble, if provided with appro-
  priate blueprints. Factories are unavailable for small SM+5
  craft.
  Fabricator (TL8): A high-tech machine shop. Requires com-
  ponent parts equal in mass and costing 40% of the good’s
  value.
  Robofac (TL10): As above, but faster and capable of self-
  operation with its own Machinist-14 skill.
  Nanofactory (TL11): A “cornucopia” capable of manufactur-
  ing goods from raw materials (carbon, metals, etc.). Requires
  only an equivalent mass in raw materials.
  Replicator (TL12^): A nuclear synthesis machine capable of
  transforming one element into another, and creating goods
  from transmutation of bulk matter. The table shows the
  pounds of goods each system can replicate per hour from an
  equivalent mass of bulk matter (which can be stored as cargo
  or fuel).
  Repair Skill: Mechanic (Machine Tools) for Fabricator,
  Mechanic (Robotics) for Robofac, Mechanic (Nanomachines)
  for Nanofactory, Electronics Repair (MT) for Replicator.
  FORCE SCREEN
  (TL11^) [ANY!]
  This system generates a protective force field around the
  entire vessel – it protects all hull sections, not just the one it is
  installed in. It is rated for the semi-ablative (p. B47) dDR that
  it provides. The table shows the field’s dDR and the cost per
  (high-energy) system. Subtract force screen dDR first, then any
  armor dDR on the hull section struck.
  A force screen regenerates 10% of its lost dDR every second,
  provided it is powered up. During space combat turns (which
  represent several seconds to several minutes) the screen is
  assumed to completely regenerate lost dDR each turn, but it
  offers reduced protection against repeated attacks during the
  turn.
  A spacecraft may only have one force screen up at any one
  time. Screens may be light or heavy:
  Light Force Screen: A relatively inexpensive design; use the
  listed dDR.
  Heavy Force Screen: A high-power screen; it may function as
  a light screen, or it can double the dDR by using a second
  Power Point to reinforce the field.
  The screen only provides protection while powered up. For
  more or less powerful screens and other options, see Force
  Screen Variants (p. 32).
  Factory Table
  SM
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  $/hr
  5k
  15k
  50k
  150k
  500k
  1.5M
  5M
  15M
  150M
  500M
  lbs./hr*
  0.5
  1.5
  5
  15
  50
  150
  500
  1,500
  5,000
  15,000
  Workspaces
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  50B
  150B
  Multiply $/hr. by 2 for robofacs or 20 for nanofactories.
  * Replicators use this statistic (instead of $/hr).
  Multiply cost by 2 for robofacs, 4 for nanofactories, or 20 for replicators.
  Force Screen Table
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  TL11^ dDR
  20
  30
  50
  75
  100
  150
  250
  350
  500
  750
  1,000
  TL12^ dDR
  30
  50
  75
  100
  150
  250
  350
  500
  750
  1,000
  1,500
  Cost ($)
  Light screen
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  50B
  Heavy screen
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  50B
  150B
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Repair Skill: Armoury (Force Shields).
  SPACECRAFT SYSTEMS
  16
  
  FUEL TANK (TL7) [ANY]
  This is a full tank of reaction mass for a reaction drive. A
  spacecraft with one or more reaction drive engines requires at
  least one fuel tank with appropriate reaction mass to supply
  those drives. A high technology alternative to fuel tanks for
  drives that use hydrogen is a Ramscoop (p. 21).
  The table shows the tons of fuel stored in each fuel tank sys-
  tem, and the cost of each fuel tank system without fuel. See
  Refueling (p. 46) for the cost to refuel a tank.
  The more fuel tanks that can supply a particular reaction
  drive, the greater the ship’s delta-V, as indicated in each reac-
  tion drive engine description. This is the spaceship’s delta-v
  reserve – the maximum total velocity change it can make. For
  example, a spacecraft that is using any number of TL9 nuclear
  thermal rocket engines for propulsion receives a delta-V of 0.3
  mps per fuel tank. If it had four fuel tanks, its delta-v reserve
  would be 1.2 mps.
  A reaction drive spacecraft’s performance improves if 
  it has a high ratio of fuelled to dry mass, since it gets lighter
  as tanks are emptied. If six or more fuel tanks supply a 
  particular reaction drive multiply delta-V per tank as shown
  below:
  Delta-V Increase
  Tanks
  Delta-V
  Tanks
  Delta-V
  6-8
  ¥1.2
  16
  ¥2
  9-12
  ¥1.4
  17
  ¥2.2
  13-14
  ¥1.6
  18
  ¥2.5
  15
  ¥1.8
  19
  ¥3
  Example: A ship with a chemical rocket engine with delta-V
  0.15 mps per tank has 15 fuel tanks, so delta-V per tank is ¥1.8:
  0.27 mps per tank.
  See also Coolant Tanks (p. 31) for other options.
  HABITAT (TL7) [ANY]
  Provides living quarters and extended life support for
  spacecraft crew during long voyages. A habitat includes a pres-
  surized hull, radiation shielding, and a variety of standard fea-
  tures such as airlocks, hatches, compartmentalization, and ele-
  vators. It can contain several different types of facilities.
  Bunkroom: Cramped accommodations with bunk beds for
  up to four people. Often used for enlisted crew, troops, or
  colonists.
  Cabin: Quarters for one person in comfort or shared by two
  occupants.
  Cell or Cage: Spartan accommodations equivalent to bunk,
  but with fewer amenities. Includes a barred door, electronic
  lock, and surveillance camera.
  Luxury Cabin: A suite with very comfortable quarters for
  one or two occupants.
  Specialized Rooms: See Specialized Rooms for Habitats
  (p. 18).
  Steerage Cargo: Unused tonnage in a habitat is usually
  assigned to cargo; this is a good way to use up excess capacity.
  Steerage cargo is pressurized and climate-controlled, so it can
  be used for livestock or delicate goods.
  Cabins, cells, and bunkrooms are accommodations that
  provide sleeping quarters and full life support to permit occu-
  pancy for an indefinite period. They have sanitary, galley, and
  dining facilities appropriate to their size and quality. For exam-
  ple, a habitat with 10 luxury cabins will likely have a well-
  appointed kitchen and sumptuous dining room; one with a sin-
  gle bunkroom may have a microwave oven and a mini-fridge.
  Life support provides air, climate control, and water for
  occupants. At TL9+, any accommodations may optionally
  replace this with total life support that grows or manufactures
  food. Total life support doubles space required (e.g., each cabin
  counts as 2 cabins). Alternatively, vessels with replicator sys-
  tems or one or more open spaces devoted to gardens or farms
  can be assumed to be able to manufacture all necessary food.
  The Habitat Table shows the number of Cabins that a habi-
  tat system provides. Cabins may be exchanged for bunkrooms,
  cells, or cages at a 1:1 ratio. Luxury cabins count as two cab-
  ins; each cabin exchanged for steerage provides five tons
  cargo. For specialized rooms, see the boxed text. Habitats are
  unavailable on SM+5 craft. Crew will occupy a Control Room
  (p. 14) or Engine Room (p. 15) and passengers occupy
  Passenger Seats (p. 20).
  Repair skill: Mechanic (Life Support). If a habitat has total
  life support, Gardening or Farming (if SM+12 or more), or at
  TL10+, possibly Bioengineering (Tissue Engineering) for “faux
  flesh” food vats. Crew assigned to maintenance also use
  Housekeeping skill.
  Fuel Tank Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Fuel tons
  1.5
  5
  15
  50
  150
  500
  1,500
  5,000
  15K
  50K
  150K
  Cost ($)
  10K
  30K
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  3B
  Repair Skill: Mechanic (Vehicle Type).
  Habitat Table
  Size Modifier
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  No. of Cabins
  1
  2
  6
  20
  60
  200
  600
  2,000
  6,000
  20,000
  Workspaces
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost (dollars)
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  SPACECRAFT SYSTEMS
  17
  
  HANGAR BAY (TL7) [HULL]
  A bay capable of storing, launching, and retrieving other
  vehicles (spacecraft, trucks, etc.). Hangar bays can also be used
  for cargo, but are less mass-efficient than a cargo hold, due to
  the other facilities installed in the bay.
  Hangar bays include airlock systems so they can be depres-
  surized without spilling the vessel’s air. A hangar bay can also
  be flooded and used launch watercraft or submarines.
  The table shows the capacity of the bay in tons, which is the
  maximum mass of craft that can be stowed inside. This can
  also be used as a cargo hold for “roll-on/roll-off” cargo. Launch
  rate is the maximum tons of craft that can be released or recov-
  ered per minute. Craft heavier than this can still be launched
  or recovered at a slower pace, e.g., an SM+13 bay with a
  launch rate of 1,000 tons per minute could launch a 3,000-ton
  ship in 3,000/1,000 = 3 minutes.
  Multiple systems placed in the same hull section may be
  specified as a single larger hangar of greater capacity, e.g., an
  SM+9 vessel may have “three Hangar Bays [3-5]” with com-
  bined 300 tons capacity. Launch rate is unchanged.
  Workspace crews are assumed to be maintaining both the
  bay machinery and the vehicles inside them.
  SPACECRAFT SYSTEMS
  18
  Specialized Rooms for Habitats
  Habitats can include various specialized rooms.
  Multiple facilities can be combined to represent larger
  examples. The number of cabins that must be exchanged
  for each specialized room is shown in parenthesis.
  Briefing Room (1): A conference room with a table and
  up to 10 chairs.
  Establishment (2): A facility such as a bar, brothel, casi-
  no, gym, massage parlor, nursery, salon, classroom, or
  retail store. Each has standing or seating room for up to 20
  patrons, usually manned by one to three staffers.
  Hibernation Chamber (TL9) (0.25): A pod housing one
  person. The “sleeper” inside it is unconscious, but ages at
  1/10th speed and does not require sustenance.
  Lab (2): A scientific laboratory usable by up to two peo-
  ple simultaneously. Fulfills equipment requirements for a
  scientific skill, e.g., Chemistry, Biology, Physics, or
  Science!, with a +1 equipment bonus. Each lab costs an
  extra $1M ($10M for Physics labs, $30M for Science!).
  Installing 10+ identical labs qualifies as a “large lab” with
  +2 bonus; 100+ qualify as a “major lab” with +TL/2 to skill.
  Minifac (1): A miniaturized version of any Factory sys-
  tem (p. 16) can be installed in a habitat. A minifac is 1/10
  the cost and production capacity of an SM+6 factory (e.g.,
  $0.5M and $0.5K/hr. for a fabricator minifac) and, for a
  robofac, only skill-13.
  Office (1): Contains a desk and display terminal for use
  by one or two administrators, analysts, etc. Useful for skills
  such as Administration, Computer Operation, Computer
  Programming, Intelligence Analysis, Market Analysis, or
  Strategy skill tasks. A habitat with 10 or more offices devot-
  ed to the same activity can be classed as an “ops center”
  with +1 bonus to these tasks, or a “large ops center” with
  +2 bonus if 100 or more.
  Sickbay (1): Medical facilities, e.g., a stabilized diagnos-
  tic bed, trauma maintenance, and surgery, for diagnosis
  and treatment of one patient at a time (First Aid for 1-4
  patients). Multiple sickbays extend this, e.g., a “20-bed sick-
  bay” is 100 tons. Fulfills equipment requirements for
  Diagnosis, First aid, Physician, and Surgery skill with a +2
  bonus. Ten-bed or larger sickbays (“clinic”) increase this to
  +3; 100+ beds (“hospital”) give +TL/2. Any size sickbay can
  use automeds for extra $100K per bed, allowing AI comput-
  er software to treat patients.
  Teleport Projector (TL12^) (1): A two-way matter trans-
  mitter capable of transmitting 1-2 persons or 0.2 tons
  cargo. Takes about 10 seconds to send or retrieve and
  requires an Electronics Operation (MT) skill roll to use
  properly (-1 per 1,000 miles range), failure meaning a near
  miss, critical failure disaster; add +4 if beaming between
  two cooperating systems. It can be controlled from the bay
  or a control station. See GURPS Ultra-Tech (p. UT233) for
  detailed rules. Costs an extra $20M. Half cost if it can only
  send or receive.
  Repair Skills: If labs, add Electronics Repair (Scientific).
  If sickbay or hibernation chamber, Electronics Repair
  (Medical). If office, Electronic Repair (Computers). If tele-
  port projector, Electronics Repair (MT). If minifac, see
  Factory (p. 16).
  Hangar Bay Table
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Capacity (tons)
  1
  3
  10
  30
  100
  300
  1,000
  3,000
  10K
  30K
  100K
  Launch rate
  1
  3
  10
  20
  50
  100
  200
  500
  1,000
  2,000
  5,000
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Dollar Cost ($)
  3K
  10K
  30K
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  Repair skill: Mechanic (Vehicle Type).
  
  JET ENGINE (TL7) [REAR]
  This is a turbo ramjet or scramjet engine that functions only
  in an atmosphere containing oxygen with at least 0.1 atmos-
  pheres pressure. Each jet engine provides 1G acceleration for
  calculating atmospheric speed, and consumes one fuel tank
  worth of jet fuel per half-hour (TL7) or hour (TL8+).
  Use Piloting (Aerospace) skill to control the vessel when
  flying in atmosphere.
  SPACECRAFT SYSTEMS
  19
  Jet Engine Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Repair Skill: Mechanic (either Aerospace or Jet Engines).
  JUMP GATE (TL^) [HULL!]
  This is one side of an artificial wormhole portal that con-
  nects to another distant jump gate, usually permitting instant
  FTL transit. This may be a prerequisite for, or alternative to,
  stardrive engines. The table shows maximum tonnage that can
  pass through the gate at any one time. Multiple systems
  installed in the same hull section may combine capacity.
  Jump Gate Table
  SM
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Max tonnage
  100
  300
  1,000
  3,000
  10K
  30K
  100K
  Workspaces
  1
  1
  3
  10
  30
  100
  300
  Dollar Cost ($)
  150M
  500M
  1.5B
  5B
  50B
  150B
  500B
  Repair skill: Electronics Repair (MT).
  MINING AND REFINERY
  (TL7) [ANY!]
  These systems require a crew member using Mechanic
  (Mining) skill to supervise operations (from a control station).
  Failure reduces output by 10% times margin of failure.
  Mining (TL7): A heavy-duty mining and processing system
  that can extract ore from rock, or convert ice or rock into a
  powdered residue suitable for use as mass driver reaction
  mass. It is rated for the tons/hour of ore it can extract or
  process.
  Chemical Refinery (TL7): Different types are possible, but
  the most common spacecraft type processes ice or water into
  hydrogen and oxygen for rocket fuel or reaction mass. It is
  rated for the tons of fuel refined per system per hour.
  Mining and Refinery Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Tons/hr:
  If Mining
  0.15
  0.5
  1.5
  5
  15
  50
  150
  500
  1,500
  5,000
  15K
  If Refinery
  0.5
  1.5
  5
  15
  50
  150
  500
  1,500
  5,000
  15K
  50K
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  30K
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  Repair skill: Mechanic (Mining or Refineries).
  OPEN SPACE (TL7) [ANY]
  This system is a pressurized hall or other large, open space.
  It contains one or more open areas such as an auditorium,
  farm, garden, pool, theater, or zoo with room for up to 100
  people to congregate. Multiple open spaces may be combined
  to create larger areas.
  Twenty open spaces are equal to an acre of land (a football-
  field sized area).
  Open spaces used as gardens or farms may provide food
  requirements for the vessel’s occupants. One open space sys-
  tem is sufficient for the entire vessel; excess provide a surplus.
  The Open Space table shows the number of areas per system.
  Open Space Table
  SM
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Areas
  1
  2
  5
  10
  20
  50
  100
  200
  Techs
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  100K
  200K
  500K
  1M
  2M
  5M
  10M
  20M
  Repair skill: Housekeeping, or if used to grow food, Gardening or Farming.
  
  PASSENGER SEATING
  (TL7) [ANY]
  This is an alternative to a habitat for a short voyage or small
  spacecraft. The system contains a number of airliner-style 
  passenger seats, separated by aisles. (Two seats may be
  replaced by one stabilized stretcher for casualty evacuation.) It
  includes 24 hours of limited life support per passenger seat or
  stretcher. The table shows number of seats.
  SPACECRAFT SYSTEMS
  20
  Passenger Seating Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Seats
  2
  6
  20
  60
  200
  600
  2,000
  6,000
  20K
  60K
  200K
  Cost ($)
  10K
  30K
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  Repair skill: Mechanic (Life Support).
  POWER PLANT, CHEMICAL
  ENERGY (TL7) [ANY]
  This power plant is a high-efficiency chemical energy
  closed-cycle power plant using hydrogen and liquid oxygen
  fuel (much like a chemical rocket). There are two variations:
  Fuel Cell (TL7): Each system provides one Power Point. It
  can operate for three hours (TL7), six hours (TL8), 12 hours
  (TL9), or 24 hours (TL10+) on internal fuel.
  MHD Turbine (TL9): An advanced high-performance
  closed-cycle turbine. Each system provides two Power Points
  for six hours (TL9), or 12 hours (TL10+) on internal fuel.
  Endurance can be extended:
  each fuel tank of hydrogen-
  oxygen rocket fuel con-
  sumed by the power
  plant operates it for 4
  ¥ that duration.
  Chemical Energy Power Plant Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  15K
  50K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  Double cost for MHD turbine.
  Repair skill: Mechanic (Fuel Cell or MHD Turbine).
  POWER PLANT, REACTOR
  (TL8) [ANY]
  These may be the most common spacecraft power plant.
  Fission (TL8): This is a high-performance nuclear fission
  reactor (or on very large vessels, a series of several reactors).
  Each system provides one Power Point. It will operate for 25
  years on internal fuel at TL8, 50 at TL9, or 75 at TL10+.
  Fusion (TL9): Uses a thermonuclear fusion reaction; each
  system provides two Power Points. It has internal fuel for 50
  years at TL9, 200 years at TL10, 600 years at TL11, or 1,500
  years at TL12. The reactor may be de-rated to provide only one
  Power Point, doubling endurance and halving cost. At TL9
  fusion reactors can only be used on SM+10 or larger vessels;
  there is no limit at TL10+.
  Antimatter (TL10): Uses a matter-antimatter reaction. If
  damaged, it may explode (see Volatile Systems, p. 62). Each sys-
  tem provides four Power Points. Internal fuel gives two years
  endurance (at TL10), 20 years (TL11), or 200 years (TL12) . It
  may be de-rated: each -1 Power Point reduces cost by 25% and
  adds 25% to endurance.
  Super Fusion (TL11): An exotic fusion system (muon-
  catalyzed or black hole catalyzed, for example), or a design that
  uses force fields, gravity control, etc. to contain the reaction for
  better performance. Provides four Power Points for 400 years
  (TL11) or 1,000 years (TL12). It can be de-rated: each -1 Power
  Point reduces cost by 25% and add 25% to endurance.
  Total Conversion (TL12^): Converts matter directly into
  energy with 100% efficiency. Can also represent other forms of
  exotic power plant (caged baby universes, etc.). It provides five
  Power Points with effectively unlimited endurance.
  Reactor Table
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  Fission reactor
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  Fusion reactor
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Antimatter
  600K
  2M
  6M
  20M
  60M
  200M
  600M
  2B
  6B
  20B
  60B
  Super Fusion
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  100B
  Total Conversion
  2M
  6M
  20M
  60M
  200M
  600M
  2B
  6B
  20B
  60B
  200B
  Repair skill: Mechanic (Fission, Fusion, Antimatter, or Total Conversion).
  
  RAMSCOOP (TL10) [FRONT]
  An electromagnetic scoop intended to capture interstellar
  hydrogen molecules for fuel and reaction mass. At 1,800 mps
  or more, one Ramscoop system provides unlimited reaction
  mass for one drive system: antimatter plasma rocket, 
  antimatter plasma torch, super antimatter plasma torch,
  fusion rocket, fusion torch, super fusion torch, total conver-
  sion torch, or super conversion torch. Each ramscoop requires
  one Power Point to power up, but no power to maintain.
  Exception: Ramscoops used by antimatter engines must be
  powered continuously by an antimatter reactor.
  SPACECRAFT SYSTEMS
  21
  Ramscoop Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  100B
  300B
  Repair skill: Mechanic (Vehicle Type).
  Chemical and HEDM Engine Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  60K
  200K
  600K
  2M
  6M
  20M
  60M
  200M
  600M
  2B
  6B
  1.5¥ cost for HEDM chemical rockets.
  Repair Skill: Mechanic (High-Performance Spacecraft or Rockets).
  REACTION ENGINE,
  CHEMICAL AND HEDM
  ROCKETS (TL7) [REAR]
  These maneuver drives use chemical fuels to produce
  high accelerations suitable for lifting off from a planet or
  close combat, but they burn a great deal of reaction mass
  and will usually run out of fuel before they can achieve a fast
  delta-V.
  Chemical Rocket (TL7): This is a reaction drive that burns
  fuel and oxidizer, such as a mix of liquid hydrogen and liquid
  oxygen, to produce thrust. Each engine provides 3G accelera-
  tion. Each fuel tank of rocket fuel provides 0.15 mps delta-V.
  Spacecraft capable of reaching orbit are often multi-stage
  designs (see Upper Stage, p. 26).
  HEDM (High Energy Density Materials) Chemical Rocket
  (TL9): Uses high-energy density materials such as metallic hydro-
  gen or metastable helium, for fuel. Each fuel tank of HEDM fuel
  provides 0.5 mps delta-V, but may explode if damaged (see
  Volatile Systems, p. 62). Each engine gives 2G acceleration.
  Reaction Drive Engines
  Most maneuver drive engines for spacecraft are reaction
  engines. They propel the spacecraft through normal space
  according to Newtonian principles, expelling mass to gen-
  erate thrust. They can only operate if the spacecraft has at
  least one fuel tank (p. 17) with appropriate reaction mass.
  They are rated for acceleration in gravities (G) per engine,
  e.g., three engine systems (representing a bigger engine or
  engine cluster) triples acceleration.
  A reaction drive-propelled spacecraft’s top speed, or
  delta-V, does not depend on the number of engines, but
  rather on the type of engine and number of fuel tanks of
  reaction mass the spacecraft has. For example, a spacecraft
  propelled by one or more TL8 nuclear thermal rocket
  engines can achieve a maximum delta-V of 0.3 mps per fuel
  tank of hydrogen reaction mass available.
  How much delta-V does a reaction drive spacecraft
  need? It depends on the mission (see Chapter Three). Some
  examples:
  • 5.6 mps of delta-V (and 1G+ acceleration) lets a space-
  ship blast off from Earth into low orbit.
  • 2.1 mps of delta-V lets a spaceship in Earth orbit
  achieve escape velocity.
  • 12 mps of delta-V lets a spaceship that has achieved
  Earth escape velocity travel from Earth orbit to the Moon
  in about 11 hours, Mars orbit in about six months, or to
  Jupiter in about 20 months, including decelerating the ves-
  sel. (Spending more or less delta-V will proportionately
  affect the travel time.)
  • 4,000 mps of delta-V lets a spaceship travel from our
  solar system to Alpha Centauri in about 400 years, includ-
  ing deceleration time, at about 1% of light speed.
  
  SPACECRAFT SYSTEMS
  22
  Reaction Engine, Electric
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  Repair Skill: Mechanic (Low-Performance Spacecraft).
  REACTION ENGINES,
  ELECTRIC (TL8) [REAR!]
  These low thrust maneuver drives require both electrical
  power and reaction mass.
  Ion Drive (TL8): A high-impulse, low-thrust engine that 
  ionizes a reaction mass and accelerates it as a beam of ions to
  produce thrust. Each ion drive engine provides 0.0005G accel-
  eration, but is a high-energy system that requires one Power
  Point. Each fuel tank of ionizable reaction mass provides 3
  mps delta-V. These statistics also apply to most plasma
  thruster systems.
  Mass Driver (TL9): An electromagnetic accelerator that
  launches buckets of reaction mass at high velocity to produce
  thrust. Its performance is unimpressive, but it can use just
  about anything as reaction mass. Each fuel tank or cargo
  hold’s worth of mass (often powdered rock!) ejected provides
  0.3 mps delta-V. Each mass driver engine provides 0.01G accel-
  eration, but is a high-energy system that requires one Power
  Point.
  Options: May be high-thrust (double acceleration, halve
  delta-V).
  Fission Engine Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  150K
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  Repair Skill: Mechanic (Fission Engine).
  REACTION ENGINE, FISSION
  (TL7) [REAR]
  These maneuver drives use nuclear fission to heat reaction
  mass.
  Nuclear Thermal Rocket (NTR) (TL7): This reaction engine
  heats a fluid as it passes through a built-in solid- or liquid-core
  nuclear reactor and expels it for thrust. Each NTR engine gives
  0.1G acceleration (TL7), 0.2G (TL8), or 0.5G (at TL9+). Each
  fuel tank of hydrogen gives a delta-V of 0.3 mps (TL7-8) or 0.45
  mps (TL9+).
  Nuclear Light Bulb (TL9): An enclosed gas-core fission
  drive; radiation from the reactor (principally light) passes
  through a transparent containment vessel, to heat the fuel
  (hence “nuclear light bulb”). Each engine gives 0.01G acceler-
  ation (TL9) or 0.05G (TL10+). Each fuel tank of hydrogen gives
  a delta-V of 0.8 mps.
  Nuclear Saltwater Rocket (TL9^): A high-performance “fis-
  sion torch” rocket fuelled by water containing dissolved salts of
  enriched uranium in a barely sub-critical state. Released into
  the reaction chamber, it creates a continuous nuclear reaction
  directly behind the rocket, using the water as a reaction mass.
  Each engine gives 2G acceleration. Each fuel tank of uranium-
  saltwater fuel gives a delta-V of 2.5 mps. The engine and fuel
  may explode if damaged – see Volatile Systems (p. 62).
  Options: NTR may use water instead of hydrogen: 3¥ 
  acceleration, 1/3 delta-V.
  REACTION ENGINE, NUCLEAR
  PULSE (TL7) [REAR]
  Uses pulse units (shaped nuclear bombs) surrounded by or
  adjacent to inert reaction mass to generate thrust.
  External Pulsed Plasma (“Orion Drive”) (TL7): Pulse units
  are full-size nuclear bombs that are ejected out and exploded
  behind the vessel. The plasma wave impacts an acceleration
  pusher plate, producing thrust. The rear hull section must have
  dDR 50 or better, or dDR 5+ plus a magnetic sail (“Mag-
  Orion”). Each engine produces 2G acceleration. Each fuel tank
  of bomb pulse units gives a delta-V of 2 mps (TL7), 3 mps
  (TL8), 4 mps (TL9), 8 mps (TL10+) delta-V.
  Fusion Pulse Drive (TL9): Uses laser beams, particle beams
  and/or miniscule amounts of antimatter to trigger fusion
  micro-explosions in tiny nuclear fuel pellets in the reaction
  chamber. Each engine give 0.01G acceleration (TL9) or 0.05G
  (TL10+). Each fuel tank of fuel pellets gives a delta-V of 5 mps
  (TL9), 10 mps (TL10), 40 mps (TL11+).
  Advanced Fusion Pulse Drive (TL9): A fusion pulse drive
  optimized for outer system or interstellar travel. Each engine
  give 0.005G acceleration. Each fuel tank of fuel pellets gives
  a delta-V of 20 mps (TL9), 100 mps (TL10), or 350 mps
  (TL11+).
  Super Fusion Pulse Drive (TL11^): Uses extensive super-
  science (e.g., force field pusher plates and inertial dampers).
  Each engine give 20G acceleration at TL11 or 100G at TL12.
  Each tank of fuel pellets gives a delta-V of 350 MPS (at all
  TLs).
  Options: Any engine may be high thrust (double accelera-
  tion but halve delta-V per tank).
  
  REACTION ENGINE, FUSION
  (TL9) [REAR]
  These maneuver drives incorporate built-in fusion reactors,
  producing a hot, high-velocity exhaust.
  Fusion Rocket (TL9): Generates a fusion reaction to heat
  hydrogen into plasma and expel it, adding extra cold mass for
  extra thrust. Each engine gives 0.005G acceleration. Each fuel
  tank of hydrogen gives a delta-V of 12 mps (TL9), 60 mps
  (TL10), 180 mps (TL11), or 450 mps (TL12). Requires mini-
  mum SM+9 at TL9; but no limit at TL10+.
  Fusion Torch (TL10^): A limited superscience high-
  performance fusion rocket. Each engine gives 0.5G accelera-
  tion. Each fuel tank of hydrogen gives a delta-V of 15 mps
  (TL10), 45 mps (TL11), or 150 mps (TL12).
  Super Fusion Torch (TL11^): A fusion drive derivative of
  the cosmic super fusion reactor. Each engine gives 50G
  acceleration. Each fuel tank of hydrogen gives a delta-V of
  450 mps.
  Options: Any engine may be high thrust (double accelera-
  tion but halve delta-V per tank). Any engine can also use
  water instead of hydrogen (triple acceleration, one-third
  delta-V).
  SPACECRAFT SYSTEMS
  23
  Nuclear Pulse Engine Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)*
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Repair Skill: Mechanic (Nuclear Pulse Engine).
  * 2¥ cost for advanced fusion, 4¥cost for super fusion.
  Fusion Engine Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)*
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Repair Skill: Mechanic (Fusion Engine).
  * 2¥ cost for fusion torch; 4¥ cost for super fusion torch.
  REACTION ENGINE, 
  TOTAL CONVERSION
  AND ANTIMATTER
  These offer generally superior performance to nuclear
  engines (p. 22) but antimatter fuel is costly! Most engines mix
  a small amount of antimatter with a greater quantity of 
  matter. Antimatter-catalyzed fuel uses only micrograms of
  antimatter per ton, antimatter-boosted uses grams, and 
  matter/antimatter uses a (hideously expensive) 1:1 mix. More
  advanced designs use total conversion of matter, eliminating
  the expensive fuel.
  Antimatter Thermal Rocket (TL9): Annihilation of a tiny
  amount of antimatter directly heats a reaction mass which is
  expelled for thrust. Each engine gives 0.1G acceleration (TL9),
  0.2G (TL10), or 0.4G (TL11+). Each fuel tank of antimatter-
  catalyzed hydrogen gives a delta-V of 1.8 mps.
  Antimatter Plasma Rocket (TL10): Uses the annihilation of a
  modest amount of antimatter to heat reaction mass into hot
  plasma, which is contained in magnetic fields and expelled for
  thrust. Each engine gives 0.01G acceleration. Each fuel tank of
  antimatter-boosted hydrogen gives a delta-V of 120 mps
  (TL10), 360 mps (TL11+).
  Antimatter Plasma Torch (TL10^): A high-performance lim-
  ited superscience version of the antimatter plasma rocket.
  Each engine provides 1G acceleration. Each fuel tank of
  antimatter-boosted hydrogen gives a delta-V of 120 mps
  (TL10), 360 mps (TL11+).
  Super Antimatter Plasma Torch (TL11^): Uses superscience
  technologies such as force field containment to boost perform-
  ance. Each engine gives 100G acceleration. Each fuel tank of
  antimatter-boosted hydrogen gives a delta-V of 360 mps.
  Usually only used if cosmic antimatter reactors exist.
  Antimatter Pion (TL11): Matter and antimatter are annihi-
  lated at a 1:1 ratio, and magnetic fields focus the resulting
  charged pions into a near-light speed exhaust. Each engine
  gives 0.005G acceleration. Each fuel tank of matter/antimatter
  fuel gives 3,400 mps of delta-V.
  Antimatter Pion Torch (TL11^): A superscience version.
  Each engine gives 0.1G acceleration. Each fuel tank of mat-
  ter/antimatter fuel gives 3,400 mps of delta-V.
  Total Conversion Torch (TL12^): Similar to antimatter pion,
  but makes use of total conversion of matter, so it can use ordi-
  nary fuel and is more efficient. Each engine gives 1G accelera-
  tion. Each fuel tank of hydrogen (or anything else) gives a
  delta-V of 10,000 mps.
  Super Conversion Torch (TL12^): An engine derived from
  the cosmic total conversion reactor. Each engine gives 50G
  acceleration. Each fuel tank of hydrogen (or anything else)
  gives a delta-V of 10,000 mps.
  Options: Engines can be high thrust (5¥ acceleration, 1/5¥
  delta-V per tank), and/or antimatter thermal or plasma engines
  can replace hydrogen with water (3¥ acceleration, 1/3 delta-V).
  
  REACTIONLESS ENGINES
  (TL^) [REAR!]
  These maneuver drive engines allow the vessel to accelerate
  without using up reaction mass. Top speed is near-lightspeed 
  (“near-c”) (optionally much less, or variable, e.g., 0.01c per
  engine), but each engine is also a high-energy system that
  requires one Power Point.
  Rotary Reactionless (TL7^): For example, a Dean Drive
  using oscillating rotating masses. Each engine gives 0.1G
  acceleration. May also go in a Central hull.
  Standard Reactionless (TL10^): Each engine gives 0.5G
  acceleration at TL10 or 1G at TL11-12.
  Hot Reactionless (TL10^): Each engine gives 1G accelera-
  tion at TL10 or 2G at TL11-12. It has a waste-heat signature
  equivalent to a conventional drive’s exhaust.
  Super Reactionless (TL11^): Reactionless drive with 50G
  acceleration at TL11 or 100G at TL12.
  Subwarp (TL^): Each engine gives 500G acceleration. Also
  use this for most warp drives that can “downshift” to operate
  as reactionless drives. It will almost always be a pseudo-
  velocity drive (p. 33).
  SPACECRAFT SYSTEMS
  24
  Antimatter and Total Conversion Engine Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost($)*
  150K
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  * 2¥ cost for antimatter plasma torch or antimatter pion; 4¥ cost for antimatter pion torch, super antimatter plasma torch, or
  total conversion torch; 10¥ for super conversion torch.
  Repair Skill: Mechanic (Antimatter or Total Conversion Engine).
  RECONFIGURABLE SYSTEM
  (TL^ OR TL11) [SPECIAL]
  A system can be designed as a multi-function device that
  can alter its shape and capabilities. Transformation requires 20
  seconds. Cost is the combined cost of all systems it can trans-
  form into times the number of transformations. Power con-
  sumption is that of the current configuration. This is only pos-
  sible for systems that, in the GM’s opinion, would logically
  share a large number of components or use superscience. Fuel,
  people, cargo, ammunition, or small craft do not appear when
  a system transforms. If there is no room for them, they must
  leave or be removed before a transformation can take place.
  ROBOT ARM (TL8) [HULL]
  This system is a hand- or gripper-equipped arm, propor-
  tionately sized to the spacecraft, that can grab and manipulate
  spacecraft or other objects using the vessel’s ST.
  A robot arm can also function as an external clamp (p. 15).
  Reactionless Engine Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost($)
  Rotary
  15K
  50K
  150K
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  Standard
  30K
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  Hot
  100K
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  Super
  200K
  600M
  2M
  6M
  20M
  60M
  200M
  600M
  2B
  6B
  20B
  Subwarp
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Repair Skill: Mechanic (Reactionless Drive).
  SOFT-LANDING SYSTEM
  (TL7) [HULL]
  A reentry shield, airbags, or parachutes designed to allow a
  vessel that lacks wings, thrust, or contragravity to safely land
  from low orbit. The system is deploys automatically and is
  destroyed after landing – it must be replaced each time it’s
  used.
  Robot Arm Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Repair Skill: Mechanic (Robotics or Mecha).
  
  Soft-Landing System Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Cost ($)
  50K
  100K
  200K
  500K
  1M
  2M
  5M
  10M
  20M
  50M
  100M
  SOLAR PANEL ARRAY [HULL]
  A solar power system. If exposed to sunlight it generates
  one Power Point. A solar panel array is an exposed system and
  is not protected by spacecraft armor!
  Solar Panel Array Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Cost ($)
  150K
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  Repair Skill: Electrician.
  SPACE SAILS (TL9) [HULL]
  Giant sails that can generate thrust from starlight or solar
  wind. Acceleration is very low, but there is no reaction mass
  consumption. Space sails are exposed systems unprotected by
  spacecraft armor. A space sail cannot be deployed at the same
  time as a stasis field or a different type of space sail. Multiple
  systems represent a larger sail. There are two subtypes:
  Lightsail (TL9): This solar sail generates thrust from
  starlight (or a battery of launching lasers). Typical thrust in our
  inner solar system (at 1 AU from a Sol-type star) is 0.0001G per
  lightsail system. Thrust is affected by distance from the star:
  divide it by the square of the average distance. For stars with
  different luminosity than our own sun, multiply by relative
  luminosity.
  Magsail (or Plasma Sail) (TL9): A huge superconducting
  loop mounted in front of the spacecraft that interacts with
  charged particles from a star’s solar wind to generate thrust. It
  won’t provide acceleration far from a star (in interstellar space)
  but can also be used for deceleration by starships traveling
  through interstellar space at velocities beyond their top speed.
  Typical thrust is 0.001G per magsail system. Top speed cannot
  exceed 375 mps. A magsail requires one Power Point to acti-
  vate, but no power to maintain once powered.
  Space Sail Table
  SM*
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13 or more
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  -
  Cost ($)
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  -
  Repair skill: Mechanic (Lightsail or Magsail).
  * A spacecraft cannot be given a space sail if its SM exceeds its TL.
  Stardrive Engine Table
  SM*
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  300K
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  10B
  30B
  Super stardrive engines are 5¥ cost.
  Repair Skill: Mechanic (Stardrive).
  * In some settings, stardrives are unavailable for small craft (e.g., SM+5 to SM+6).
  STARDRIVE ENGINE
  (TL^) [ANY!]
  This is a faster-than-light drive, such as a hyperdrive, jump
  drive, or warp drive, as well as all necessary fuel supplies or
  energy banks required to operate it. The exact mechanism is
  up to the GM. Multiple stardrive engines normally improve
  performance.
  In general, the base speed of a stardrive is multiplied by the
  number of stardrive engines. For jump drives or other designs
  that instantly travel an unlimited distance, the time required to
  prepare a jump drive may be divided by number of engines.
  Since exact capabilities are up to the GM, stardrives get a
  simple “FTL rating,” e.g., FTL-2 for two drives.
  Stardrive Engine: A typical stardrive with FTL-1.
  Super Stardrive Engine: In some settings, more powerful
  stardrives are available that have the same mass. This engine
  can provide FTL-1 if given one Power Point or boost up to
  FTL-2 if given two Power Points (!!). At the GM’s option, a
  super stardrive can also represent a drive that provides some
  extra capability at a higher energy cost.
  Spacecraft with stardrives usually require other maneuver
  drives for sublight travel, especially if the drive ceases to func-
  tion near a planet or a star’s gravity field, only works at partic-
  ular jump points, or only travels through hyperspace. Some
  warp drives can simply “downshift” to function at sublight
  speeds (e.g., upon entering a solar system) – see the Stardrive
  (Reactionless) (p. 33) design switch.
  SPACECRAFT SYSTEMS
  25
  
  STASIS WEB (TL12^) [ANY!]
  This system places the spacecraft inside a bubble of time
  that runs far slower than the rest of the universe. It can be set
  to last anywhere from six minutes to billions of years as
  observed by the rest of the universe, while only microseconds
  pass within the bubble. Anything in stasis is frozen, unable to
  do anything, but is outside the normal space-time continuum,
  and cannot be affected by anything within it. The vessel could
  fall through the heart of a star or survive until the end of the
  universe. Viewed from the outside, an object encased in a sta-
  sis web is a perfectly reflecting mirror, and no sensors of any
  type can penetrate it. In space combat, stasis webs are turned
  on during power allocation and last for the duration set by the
  operator; a spacecraft using a stasis web is effectively inde-
  structible but able to do nothing but perform an uncontrolled
  drift.
  SPACECRAFT SYSTEMS
  26
  Stasis Web Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  3M
  6M
  12M
  25M
  50M
  100M
  200M
  500M
  1B
  2B
  5B
  Repair Skill: Armoury or Electronics Repair (Force Shields).
  UPPER STAGE (TL7) 
  [SPECIAL]
  The entire front section of a spacecraft (i.e., six systems)
  may be designated as an “upper stage.” (The rest of the space-
  craft is the lower stage.) Instead of systems, an upper stage is
  occupied by a different spacecraft that is one SM smaller than
  the lower stage, which can be ejected at any time. While an
  upper stage is still attached, it may not use any fuel tanks or
  engines installed in it, nor may it use any weapons or arrays
  that were installed in its rear hull. All other systems are opera-
  tional. Upper stages may themselves have upper stages in their
  forward hulls, etc. The lower stages of a spacecraft are usually
  disposable, typically containing only fuel tanks and drives.
  The main advantage of upper stages is to allow reaction-
  drive spacecraft to boost performance by using each stage’s
  delta-V in turn (e.g., Midnight Sun, p. 7)
  WEAPONS, MAJOR BATTERY
  (TL7) [HULL!]
  This is a single mount for a powerful weapon. It also
  includes targeting systems for aiming the battery’s weapons
  once the vessel’s array has detected a target.
  First, decide if the weapon will be in a single turret or fixed
  mount.
  Fixed mounts can only fire at targets that are facing the hull
  section the battery is installed in (e.g., a weapon in the front
  hull fires forward). However, superior focusing or stabilization
  systems give fixed mounts better range and fire control (a +2
  to hit).
  Turrets have a wide firing arc: batteries in the front or rear
  hull can also fire at targets that are facing the central hull; bat-
  teries in the central hull can fire at any targets. Each turret also
  includes an integral dedicated control station allowing the tur-
  ret to be manually controlled from within the system.
  There are three broad classes of weapon that can be
  installed in a major battery: beams, launchers, and guns. Each
  type is divided into several subtypes.
  Beams: These are directed-energy weapons. They are rated
  for output in KJ (kilojoules), MJ (megajoules), GJ (gigajoules),
  or TJ (terajoules). Refer to Beam Types (p. 28) and choose
  weapon type; this can modify output.
  Guns: These are shell-firing cannons. They’re rated for
  caliber (projectile diameter in centimeters) and number of
  gun shots carried. Refer to Gun Types (p. 28) and choose
  weapon type; this may modify caliber and shots. Note 
  that some low-tech conventional guns are not high-energy
  systems.
  Launchers: These fire self-propelled missiles. They’re rated
  for the diameter of missile they fire (in cm) and number of
  missile shots carried. Refer to Launcher Types (p. 29) and
  choose weapon type.
  For reference, the table also shows the dice of d-damage of
  a typical beam weapon (e.g., a pulse laser). Actual damage
  varies by weapon type – see Chapter 4.
  Major Battery Table
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Beam output
  10MJ
  30MJ
  100MJ
  300MJ
  1GJ
  3GJ
  10GJ
  30GJ
  100GJ
  300GJ
  1TJ
  D-damage
  4d
  6d
  2d¥5
  3d¥5
  4d¥5
  6d¥5
  4d¥10
  6d¥10
  2d¥50
  3d¥50
  4d¥50
  Gun caliber
  10cm
  12cm
  14cm
  16cm
  20cm
  24cm
  28cm
  32cm
  40cm
  48cm
  56cm
  Launchers
  20cm
  24cm
  28cm
  32cm
  40cm
  48cm
  56cm
  64cm
  80cm
  96cm
  112cm
  Missile shots
  7
  10
  15
  20
  30
  50
  70
  100
  150
  200
  300
  Gun shots
  70
  100
  150
  200
  300
  500
  700
  1,000
  1,500
  2,000
  3,000
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Cost ($)
  150K
  600K
  1.5M
  6M
  15M
  60M
  150M
  600M
  1.5B
  6B
  15B
  Repair Skill: Armoury (Heavy Weapons).
  
  WEAPONS, MEDIUM BATTERY
  (TL7) [HULL!]
  Uses the same rules as a major battery (p. 26) but the
  weapons are less powerful and there may be up to three fixed
  or turrets mount weapons in the battery. It is possible to mix
  weapon types in the battery.
  Medium Battery
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Beam output
  3MJ
  10MJ
  30MJ
  100MJ
  300MJ
  1GJ
  3GJ
  10GJ
  30GJ
  100GJ
  300GJ
  D-damage
  3d
  4d
  6d
  2d¥5
  3d¥5
  4d¥5
  6d¥5
  4d¥10
  6d¥10
  2d¥50
  3d¥50
  Gun caliber
  8cm
  10cm
  12cm
  14cm
  16cm
  20cm
  24cm
  28cm
  32cm
  40cm
  48cm
  Launchers
  16cm
  20cm
  24cm
  28cm
  32cm
  40cm
  48cm
  56cm
  64cm
  80cm
  96cm
  Gun shots
  50
  70
  100
  150
  200
  300
  500
  700
  1,000
  3,000
  5,000
  Workspaces
  0
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Uninstalled
  0.5
  1.5
  5
  15
  50
  150
  500
  1,500
  5,000
  15K
  50K
  Cost ($)
  150K
  600K
  1.5M
  6M
  15M
  60M
  150M
  600M
  1.5B
  6B
  15B
  Repair Skill: Armoury (Heavy Weapons).
  Cost is for the maximum three weapons; fewer are 1/3 cost each. Each weapon not installed allows carrying tons of cargo equal
  to the Uninstalled number.
  WEAPONS, SECONDARY
  BATTERY (TL7) [HULL!]
  Uses the same rules as a major battery (p. 26) except the
  weapons are less powerful and there may be a mix of up to 10
  fixed or turret mounted weapons in the battery.
  Secondary Battery
  Size Modifier
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Beam output
  3MJ
  10MJ
  30MJ
  100MJ
  300MJ
  1GJ
  3GJ
  10GJ
  30GJ
  100GJ
  D-damage
  3d
  4d
  6d
  2d¥5
  3d¥5
  4d¥5
  6d¥5
  4d¥10
  6d¥10
  2d¥50
  Gun caliber
  8cm
  10cm
  12cm
  14cm
  16cm
  20cm
  24cm
  28cm
  32cm
  40cm
  Launchers
  16cm
  20cm
  24cm
  28cm
  32cm
  40cm
  48cm
  56cm
  64cm
  80cm
  Gun shots
  50
  70
  100
  150
  200
  300
  500
  700
  1,000
  3,000
  Missile shots
  5
  7
  10
  15
  20
  30
  50
  70
  100
  300
  Workspaces
  0
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Uninstalled
  0.5
  1.5
  5
  15
  50
  150
  500
  1,500
  5,000
  15K
  Cost ($)
  600K
  1.5M
  6M
  15M
  60M
  150M
  600M
  1.5B
  6B
  15B
  Repair Skill: Armoury (Heavy Weapons).
  Cost is for the maximum 10 weapons; fewer are 1/10 cost each. Each weapon not installed allows carrying tons of cargo equal
  to the Uninstalled number.
  WEAPONS, TERTIARY
  BATTERY (TL7) [HULL!]
  Uses the same rules as a secondary battery (above) except
  the weapons are less powerful and there may be any mix of up
  to 30 fixed or turret mounted weapons in the battery.
  Tertiary Battery
  Size Modifier
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Beam output 
  3MJ
  10MJ
  30MJ
  100MJ
  300MJ
  1GJ
  3GJ
  10GJ
  30GJ
  D-damage
  3d
  4d
  6d
  2d¥5
  3d¥5
  4d¥5
  6d¥5
  4d¥10
  6d¥10
  Gun caliber
  8cm
  10cm
  12cm
  14cm
  16cm
  20cm
  24cm
  28cm
  32cm
  Launchers
  16cm
  20cm
  24cm
  28cm
  32cm
  40cm
  48cm
  56cm
  64cm
  Gun shots
  50
  70
  100
  150
  200
  300
  500
  700
  1,000
  Missile shots
  5
  7
  10
  15
  20
  30
  50
  70
  100
  Workspaces
  0
  0
  0
  1
  3
  10
  30
  100
  300
  Uninstalled
  0.5
  1.5
  5
  15
  50
  150
  500
  1,500
  5,000
  Cost (dollars)
  1.5M
  6M
  15M
  60M
  150M
  600M
  1.5B
  6B
  15B
  Repair Skill: Armoury (Heavy Weapons).
  Cost is for the maximum 30 weapons; fewer are 1/30 cost each. Each weapon not installed allows carrying tons of cargo equal
  to the Uninstalled number shown.
  SPACECRAFT SYSTEMS
  27
  
  WEAPONS, SPINAL BATTERY
  (TL7) [SPECIAL!]
  This is a single fixed mount for a beam weapon or gun. It’s
  similar to a major battery (p. 26) except it runs through the
  entire spacecraft. A spinal battery is actually three systems:
  one system may occupy any non-core front hull location, one
  system is located in the core of the central hull, and one system
  may be in any non-core rear hull location.
  The weapon fires out of the front hull (unless specifically
  noted as being rear-facing, in which case it fires out the rear
  hull). A spinal battery needs three Power Points to energize
  (one for each system).
  Use the rules under Major Batteries for spinal battery
  installation, with the exception that all spinal batteries are
  always fixed mounts. If the battery is rear-facing, note this.
  If any one system in a spinal battery is disabled or
  destroyed, the entire battery is non-functional. For purposes of
  determining if ammunition explosions occur as a result of
  damage, missiles or shots in the battery are assumed to be in
  central and rear systems.
  SPACECRAFT SYSTEMS
  28
  Spinal Weapon Battery Table
  Size Modifier
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Beam output
  30MJ
  100MJ
  300MJ
  1GJ
  3GJ
  10GJ
  30GJ
  100GJ
  300GJ
  1TJ
  3TJ
  D-damage
  6d
  2d¥5
  3d¥5
  4d¥5
  6d¥5
  4d¥10
  6d¥10
  2d¥50
  3d¥50
  4d¥50
  6d¥50
  Gun caliber
  12cm
  14cm
  16cm
  20cm
  24cm
  28cm
  32cm
  40cm
  48cm
  56cm
  64cm
  Launchers
  24cm
  28cm
  32cm
  40cm
  48cm
  56cm
  64cm
  80cm
  96cm
  112cm
  –
  Gun shots
  70
  100
  150
  200
  300
  500
  700
  1,000
  1,500
  2,000
  3,000
  Missile shots
  7
  10
  15
  20
  30
  50
  70
  100
  150
  200
  300
  Workspaces
  0
  0
  0
  0
  0
  3
  9
  30
  90
  300
  900
  Cost (dollars)
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M
  1.5B
  5B
  15B
  50B
  Cost and workspaces are for the combination of all three systems that make up the mount.
  Repair Skill: Armoury (Heavy Weapons).
  WEAPON TYPES
  Various weapons can be installed in weapons batteries. For
  detailed weapon effects, see the Beam Weapon Table in Chapter 4.
  Note: If conventional guns or missile launchers are mixed
  with other weapons in the same battery one Power Point is still
  required to energize the other weapons, but if that Power Point
  is not spent, the conventional guns in the battery will still be
  able to fire.
  Beam Types
  These are directed-energy weapons. Use Gunner (Beams)
  skill except for ghost particle beams, which uses Artillery
  (Beams).
  Heat (TL7^): A generic beam of “pure energy” with no spe-
  cial effects at all, for emulating pulp SF beam weapons.
  Laser (TL9): A beam laser operating in visible light or near-
  ultraviolet frequencies.
  Particle (TL10): A neutral particle beam optimized for space
  combat. It has superior armor penetration, but range and
  accuracy are inferior to lasers.
  Plasma (TL10^): These accelerate bolts of ionized plasma
  with double the damage of other weapons but poor range and
  accuracy.
  UV Laser (TL10): A free electron laser operating in far-
  ultraviolet frequencies with superior range to lasers.
  Antiparticle (TL11): Accelerates a beam of antiparticles,
  causing surface explosions and radiation effects; similar to a
  particle beam, but with greater damage.
  Ghost Particle (TL11^): Fires high-energy mesons or other
  exotic particles that pass through armor before detonating
  inside the target. Range and accuracy are inferior to a laser.
  Use Artillery (Beams) to fire it.
  Tractor (TL11^): Uses a ranged force field or gravity effect
  to pull or manipulate objects over a distance, but inflicts no
  damage at all.
  X-Ray Laser (TL11): A free-electron laser operating in the X-
  ray frequency, with superior range to lasers and excellent pen-
  etration.
  Graviton (TL11^): Reaches inside the target, crushing or
  shaking it. Range and damage are inferior to lasers, but
  ignores armor and has superior force field penetration.
  Conversion (TL12^): Converts matter into energy or anti-
  matter, not only disintegrating a portion of the target, but also
  causing an explosion.
  Graser (TL12): A gamma-ray laser similar to an X-ray laser,
  but with greater penetration.
  Disintegrator (TL12^): Reduces target to component parti-
  cles or erases its existence.
  Option: Improved (+1TL): A high-efficiency or multi-barrel
  weapon with the same effectiveness but double the rate of fire.
  E.g., an “improved UV laser” will be TL11.
  Option: Rapid Fire or Very Rapid Fire: All beams except
  graviton and tractors are also available in rapid fire versions
  with a higher RoF but only 10% of output (e.g., a 3 MJ beam
  would becomes 300KJ rapid fire beam) or very rapid fire (VRF)
  with 1% of output (e.g., 3 MJ would become 30 KJ). This can
  be combined with “improved.”
  Gun Types
  These are rated for their caliber in centimeters (cm). The
  projectiles fired are often slower than the spacecraft, especial-
  ly with conventional guns. Range is theoretically unlimited in
  vacuum but ability to hit is severely limited at a distance. To
  compensate, guns fire shell packages with small thrusters and
  guidance systems for limited course correction. Even so,
  
  they’re best used in close combat or against non-maneuvering
  targets (e.g., planets or space stations). Use Gunner (Cannon)
  skill.
  Conventional Gun (TL7): A large caliber conventional gun
  similar to a modern tank or heavy naval gun, with a mechani-
  cal autoloader. It is not a high-energy system.
  Electromagnetic Gun (TL9): A coil gun or railgun with much
  higher muzzle velocity.
  Grav Gun (TL11^): A superscience weapon with a very high
  muzzle velocity.
  Two mutually-incompatible options can be added to any
  gun:
  Option: Rapid Fire: Use half the listed caliber but it has a
  higher RoF and five times the shots, e.g., a 20cm conventional
  gun becomes a 10cm rapid fire conventional gun.
  Option: Very Rapid Fire (VRF): A multi-barrel or fast electro-
  magnetic gun. It has 1/4 the listed caliber (e.g., 6cm becomes
  1.5cm) and 20 times the shots on the table.
  Launcher Types
  There are two types of launcher, rated for their caliber in
  cm. Use Gunner (Guided Missile) skill.
  Missile Launchers (TL7): These fire self-propelled guided
  missiles. They are not high-energy systems.
  Warp Missile Launchers (TL11^): These fire similar missiles,
  but accelerate them to relativistic pseudo-velocities (see
  Pseudo-Velocity, p. 33) using an internal warp field accelerator,
  allowing the missile to reach distant targets nearly instantly.
  They are high-energy systems.
  Automation
  Many systems on large vessels have a “Workspace” entry
  that represents the facilities that maintain the system and their
  crew. To reduce technical crew, a spacecraft can have automa-
  tion. Total Automation is available for any system that requires
  workspaces. It eliminates that requirement. High Automation
  is available for vessels of SM+12 or larger; it reduces number
  of workspaces (and techs) by a factor of 10. This feature’s cost
  is the number of workspaces the vessel required before reduc-
  tion multiplied by $5M (total automation) or $1M (high
  automation). Example: If an SM+13 ship required 90 work-
  spaces (and techs), total automation cost would be $450M.
  Emergency Ejection
  A Control Room on an SM+5-8 vessel that was not installed
  in a [core] location may incorporate ejection capability to
  facilitate rapid escape. Ejection takes only one second (a free
  action in space combat turns) as long as the control room was
  not destroyed. Treat an ejected control station as a lifepod
  (p. 65) except it holds the crew of the control room (and a
  backup of the computer). Emergency Ejection adds an extra
  $500K to cost.
  Hardened Armor and Indestructible
  Armor
  Armor (other than ice, organic, or stone) may be hardened.
  This might represent technologies such as multi-layer compos-
  ites designed to defeat penetration or thin layers of ultra-hard
  or hyperdense plating. Hardened armor doubles armor cost
  but reduces the effect of an attack’s armor divisor by one step
  against that armor layer only, as per p. B47. If used, it must be
  applied to all armor systems on a given hull section.
  This is a list of additional options that can be added to sys-
  tems or vessels.
  They do not count as systems.
  Artificial Gravity and Gravitic
  Compensators (TL^)
  Artificial Gravity: Spacecraft may have superscience artifi-
  cial gravity generators that create a gravity field that can be
  varied from 0 to 3G. Artificial gravity may be set for each hull
  section, and, in habitats or work spaces, for each room (from
  within the room).
  Gravitic Compensators: This field negates up to 99.5% of felt
  acceleration but does not produce artificial gravity.
  SPACECRAFT SYSTEMS
  29
  DESIGN FEATURES
  Artificial Gravity and Gravitic Compensator Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Cost($)
  30K
  0.1M
  0.3M
  1M
  3M
  10M
  30M
  100M
  300M
  1B
  3B
  Either capability is distributed through the vessel but will fail locally in systems that are destroyed (e.g., if characters are 
  moving through a wreck, it won’t have artificial gravity).
  
  Indestructible Armor (TL^): Buy this as exotic laminate
  (p. 13) except it has infinite dDR, and is 10¥ the cost. It won’t
  stop attacks that ignore armor. Fictional versions often have
  certain weaknesses – e.g., it may be transparent (dDR 0 vs.
  lasers).
  Ram-Rockets
  The nuclear thermal rocket, antimatter thermal rocket,
  fusion torch, super fusion torch, antimatter plasma torch, and
  super antimatter plasma torch drives may have an auxiliary
  air-breathing air-ram mode for atmosphere. They suck in air
  with a turbine, heat it using their onboard drive reactor, and
  expel it for thrust. Thus, they don’t require fuel while flying in
  an atmosphere (breathable or otherwise) provided it is “very
  thin” or greater density (see p. B429). Multiply cost by 5.
  Spin Gravity
  Larger unstreamlined spacecraft may be designed so part
  or all of the ship can spin to simulate interior gravity via the
  Coriolis effect. The maximum gravity (G) possible is shown
  on the Spin Gravity Table; it can spin slower for lower G.
  Spin gravity does not provide simulated gravity to core sys-
  tems. A spacecraft using spin gravity is a -2 on its Handling
  while spinning.
  Stealth Hull Options
  Spacecraft may have either or both of these hull options:
  Stealth (TL8): The spacecraft hull is harder to detect with
  sensors. Subtract (TL-6) ¥ 2 from rolls to detect it.
  Dynamic Chameleon (TL10): The spacecraft has a digital
  chameleon surface that can blend the vessel into the back-
  ground or paint the surface with any desired markings or
  imagery. It gives -4 penalty to detect the vehicle with ordinary
  vision only.
  Stealth Options Table
  Hull
  Chameleon
  Stealth
  SM+5
  $180K
  $250K
  SM+6
  $350K
  $500K
  SM+7
  $700K
  $1M
  SM+8
  $1.5M
  $2M
  SM+9
  $3M
  $5M
  SM+10
  $7M
  $10M
  SM+11
  $15M
  $20M
  SM+12
  $35M
  $50M
  SM+13
  $70M
  $100M
  SM+14
  $150M
  $200M
  SM+15
  $350M
  $500M
  Winged
  A streamlined spacecraft of up to SM+12 may be designat-
  ed as winged. It has a wing (and perhaps a tail) and structural
  strengthening, providing extra lift and better handling when
  flying in atmosphere. The Winged Table shows cost:
  Spin Gravity Table
  SM
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Max G
  0.1G
  0.15G
  0.2G
  0.3G
  0.5G
  0.7G
  1G
  1.5G
  Cost ($)
  0.1M
  0.3M
  1M
  3M
  10M
  30M
  100M
  300M
  Winged Table
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13 or more
  Cost ($)
  150K
  500K
  1.5M
  5M
  15M
  50M
  150M
  500M 
  –
  SPACECRAFT SYSTEMS
  30
  
  These are setting-specific design “switches” that can be
  added to any spacecraft to emulate various superscience or set-
  ting paradigms. Specific switches are often applied to all
  spacecraft in a setting.
  Cosmic Power
  In some space opera universes, vessels employ starkly pow-
  erful energies far surpassing baseline levels! To handle this,
  apply the Cosmic Power switch.
  Any antimatter or superscience Reactor may be designated
  as producing Cosmic Power Points instead of Power Points.
  Typically, their reactor fuel will incorporate some rare hypo-
  thetical element or be stored in compact superdense form (at
  10¥ refueling cost or more).
  High-energy systems that require Cosmic Power Points are
  “cosmic powered.” The main effect is on beam weapons and
  force screens:
  Cosmic beam weapons get 1,000 times their output: Raise
  kJ to MJ, raise MJ to GJ, raise GJ to TJ, and raise TJ to PJ
  (petajoules), e.g., 300GJ becomes 300TJ, which increases dam-
  age (see Chapter 4). Cosmic electromagnetic or grav guns get
  10¥ minimum velocity (see chapter 4) and their sAcc is also
  increased by +3.
  Cosmic force screens get 10 ¥ dDR.
  In addition, the following superscience systems can be
  specified as requiring Cosmic Power Points to work at all:
  cloaking device, contragravity lifter, jump gate, reactionless
  drive, replicator, stardrive engine, stasis web.
  Reactionless drives will usually use either super reaction-
  less or subwarp variants.
  If the Cosmic Switch is used, assume spacecraft have
  enough auxiliary power to power any ordinary systems that
  use mere high-energy systems without installing power plants!
  Some Ultra-Tech gadgets (e.g., disintegrators) assume cosmic
  power levels!
  If using this switch, GMs may optionally make TL^ “cosmic
  armor” standard as well, at no extra cost for any armor type.
  Cosmic armor has 10¥dDR (perhaps due to enhancing the
  nuclear forces binding matter together or a coating of low-cost
  hyperdense matter) made possible due the vast amount of
  extra power available to such a society.
  Drive Field
  Some reactionless drive engines or star drives may generate
  defensive fields as a side effect of their drive. The GM may rule
  that any reactionless engine is also a low-powered force screen
  at no extra power cost. Most often they function as screens
  with the kinetic and sometimes “partial” design switches (usu-
  ally either the front or central hull).
  Electro-Mechanical Computers
  Computers can be much slower than the baseline. This is
  typical of some “retrotech” settings, such as golden age space
  opera. Reduce computer network Complexity by -1 at TL7, -2
  at TL8, -3 at TL9, -4 at TL10+.
  Exposed Radiators
  If this switch is used, spacecraft have large radiator arrays.
  This is realistic, but often ignored even in hard science fiction!
  Exposed radiators are appropriate for any “hard sf” space-
  craft with any reactor, or which use any fission, nuclear pulse,
  fusion, antimatter, or total conversion engine except nuclear
  thermal rocket, external pulsed plasma, or high-thrust antimat-
  ter thermal rocket engine.
  A vessel with exposed radiators has a retractable “main
  radiator array” extending out like a set of wings or fins. It is not
  a system – its mass is included with the power plant or drive.
  But it is vulnerable to damage and special rules apply to using
  them (or retracting them in combat) – see Main Radiators in
  Combat (p. 65).
  Coolant Tanks: A spacecraft with a main radiator array may
  fill some fuel tanks with coolant to prevent overheating if the
  radiator is damaged or retracted. Each fuel tank filled with
  coolant extends operating time when radiators are non-
  functional by 100%.
  SPACECRAFT SYSTEMS
  31
  DESIGN SWITCHES
  Adapting Fictional
  Spaceships
  GMs adapting existing fictional spacecraft should
  feel free to modify statistics to better fit source materi-
  al, combine several systems into one, or simply take an
  effects-based approach that aims for a general flavor
  without paying too much attention to the precise
  “technobabble” description and numerical values.
  
  Force Screen Variants
  Various options are possible for screens. In some settings,
  specific options may be mandatory. The cost modifier may be
  applied to the cost of the force screen system, but this is rec-
  ommended only if multiple variants exist in the same setting.
  If a mandatory “switch” is applied to all screens, don’t worry
  about it.
  Adjustable: Screens can be angled to increase their current
  dDR across a particular hull section by ¥2 at the cost of halv-
  ing (round down) current dDR across both other hull sections.
  In combat, this is done when screens are powered up. +100%
  cost.
  Cloaking: Functions as both a screen and cloaking device
  (p. 13) whenever turned on. +100% cost.
  Energy: Only protects against beam weapons (or energy
  melee weapons like force swords), radiation, and the burning
  damage of nuclear or antimatter blasts. -50%.
  Hardened: The screen is hardened (p. B47) vs. all attacks,
  e.g., a graviton beam’s normal (1/100) divisor vs. screens
  becomes (1/10). +50% cost.
  Kinetic: Only protects against physical attacks, including
  collisions, conventional gun or missile warheads, and the
  crushing damage from explosions (including nuclear or anti-
  matter blasts in atmosphere). It won’t protect against beams,
  radiation, or the burning damage from nuclear or antimatter
  explosions. Useful for GMs who want to downplay missiles
  without diminishing beams. -50% cost.
  Nuclear Damper: Provides no dDR but instead prevents
  nuclear warheads from detonating. Read “dDR” as “field
  radius in miles” around the vessel. You can have both a nuclear
  damper and another force screen.
  Opaque: Vision and sensors can’t see in through the screen
  – it just appears a blank bubble (often black or silver) sur-
  rounding the vessel. The vessel can be detected and attacked,
  but sensor analysis tasks against the vessel are impossible and
  enemy gunners may not target precise locations. People inside
  can see out normally. +50% cost.
  Partial: Screens only affect the hull section they are placed
  in, but have triple dDR.
  Reality-Stabilized: Teleport projectors (and optionally other
  teleport or Warp effects) will not penetrate it. Gets 1/5 dDR vs.
  ghost particle beams. +100% cost.
  Two-Way: Screened vessel may not fire or launch anything
  the screen stops. If the screen is opaque, the vessel’s crew may
  not detect other vessels or use sensors. -40% cost.
  Velocity: Slow moving objects can pass through the screen.
  You can walk or throw a baseball through it, but anything over
  100 mph (Move 50) is stopped. Does not protect against
  minimal-speed collisions. -10% cost.
  Unless noted, options can be combined at cumulative effect
  on cost. A screen may not combine energy, EM, and kinetic.
  Minimum cost of a screen is 10% of listed cost.
  SPACECRAFT SYSTEMS
  32
  
  FTL Comm/Sensor Arrays (TL^)
  The active sensors and/or communicators in a comm/sen-
  sor array may optionally work at faster-than-light speeds.
  FTL active sensors usually also have extended ranges, but
  in game terms mainly serve to justify safe navigation using
  warp drives. The GM may multiply active sensor ranges 
  by 10, or vastly increase them (measured in AU, or even 
  parsecs).
  FTL comms allow communication over interstellar dis-
  tances. GMs can assume FTL signals are instant and comm
  suite ranges in AU are now measured in parsecs, or give the
  signal a finite (but faster-than-light) speed. See GURPS Space
  for various options.
  Gravitic Focus (TL^)
  All beams except graviton beams, tractor beams, X-ray
  lasers and grasers may have gravitic focus (or some similar
  gimmick) to boost range at the expense of damage. When
  turned on, treat as if the weapon has 10¥ its output for range
  but 1/10th its output for damage. Gunners may opt to turn on
  or off gravitic focus.
  Multiscanner Array (TL^)
  The active sensors in a science or multipurpose array may
  be optionally be designated as a superscience system that uses
  para-radar technology. Multiscanner arrays can use their
  active sensors to scan for life, chemical composition, energy
  readings, etc.
  Negative Mass Propulsion (NMP) 
  Drives (TL^)
  Any reactionless drive may be an NMP drive. It uses the
  juxtaposition of ordinary positive mass and exotic matter
  that has negative mass (and negative inertia) to provide con-
  tinuous thrust. It requires neither reaction mass nor energy,
  and does so without violating the principles of conservation
  of momentum or energy. It does require the creation of a siz-
  able negative mass, which is expensive. NMP drives are not
  high-energy or cosmic energy systems but the drives are 10¥
  as expensive.
  Pseudo-Velocity
  Reactionless drives and stardrives may produce motion
  without accumulating momentum or kinetic energy. The drive
  does not produce acceleration effects on the ship or anything
  inside it (it’s in zero G unless given artificial or spin gravity;
  crew and vessel don’t experience acceleration.). If turned off or
  disabled, a vessel loses all speed gained as a result of accelera-
  tion while under pseudo-velocity. In the event of a collision
  involving the vessel, do not count velocity reached while under
  pseudo-velocity drive.
  Singularity Drive
  Any stardrive or reactionless drive engine may be a singular-
  ity drive, using a miniature black hole or similar object as its
  power source. It requires no Power Points, but is costly (5¥
  cost) and massive: spacecraft must have SM +(22-TL) or
  greater.
  Stardrive Fuel
  Rather than assuming they include any necessary fuel,
  stardrive engines may optionally require separate fuel tanks.
  Typically, the contents of an entire fuel tank provides enough
  fuel for one stardrive engine for one jump (if a jump drive) or
  one week of travel (for hyperdrive or warp drive). Fuel may be
  hydrogen, or more exotic.
  Stardrive (Reactionless)
  A stardrive (usually a warp drive or hyperdrive) with this
  option can function at sublight speeds exactly as if it were a
  reactionless drive. Sometimes such drives simply boost to light
  speed as a prerequisite for “going FTL.” Specify the type of
  reactionless drive in parenthesis, e.g., Stardrive (Super
  Reactionless). No extra cost if this is standard feature of the
  setting’s stardrives, otherwise twice the combined cost of both
  drives.
  SPACECRAFT SYSTEMS
  33
  CREW
  Suggested crew requirements are given below. Bridge crew,
  gunners, and administrators may be sapient computer pro-
  grams; others must be live or robots. On vessels organized on
  hierarchical lines, 10% of the technicians and most of the
  bridge crew are usually officers, often provided with better
  quarters.
  Control Room Crew
  One per control station. If there’s only one or two control
  crew, they’re usually styled as a pilot and co-pilot. If more,
  generalize them as “control room crew” or specify various
  duties or combinations as desired: this can include com-
  manding the spacecraft (“captain” and possibly also “execu-
  tive officer”), maneuvering the vessel (“pilot”), plotting cours-
  es, especially for hyperdrive or jump drive (“navigator”), con-
  trolling drives and power plants (“chief engineer”), operating
  comm/sensor arrays (“communications officer,” “sensor
  operator,” “tactical officer,” or “science officer” depending on
  array type), and control of weapon batteries or missile batter-
  ies (“gunner”).
  Turret Gunners
  Weapons battery turrets can be controlled from the control
  room, but also include their own dedicated control station.
  They are often assigned one gunner per turret.
  Technicians for Workspaces
  Add up the number of workspaces on the vessel, modifying
  for automation (p. 29) to find the number of technicians
  required. Either list that total number of technicians, or for
  greater detail, specify them by job title based on the Repair
  skill required (e.g., armorers or life support mechanics) and/or
  
  system (“habitat techs”). Warships sometimes carry 2-3¥ that
  number of technicians, for extra damage control parties and to
  replace casualties.
  Medics
  If a spacecraft habitat has sickbay beds, it should have one
  medic per 10 (or fraction thereof) non-automed sickbay beds
  or 20 stretchers.
  Passenger Care and Entertainment
  Accommodations assigned to paying passengers usually
  have a passenger attendant for every two luxury-class, five
  first-class, or 20 economy-class passengers.
  Small Craft
  Spacecraft may have dedicated crews for any small craft
  they carry in hangars. Craft used only occasionally (e.g.,
  lifeboats) may not have a dedicated crew; control crew or oth-
  ers will man them as needed. Craft are maintained by hangar
  workspace techs.
  Specialists
  Spacecraft whose habitats contain labs, establishments,
  offices, ops centers, etc. may need appropriate workers (enter-
  tainers, administrators, scientists, computer operators, etc.);
  see the Specialized Rooms for Habitats (p. 18) box.
  Determine and record the spaceship’s statistics based on the
  design decisions. If a spaceship lacks propulsion systems (a
  station), omit the Hnd/SR and Move statistics.
  Cost
  Total up the cost of all systems, design fea-
  tures, and switches to get the base cost of mass
  production. Limited production (e.g., a NASA
  spacecraft) is 100-1,000 times cost!
  Buying Spacecraft
  Characters with appropriate Rank and Duty
  may get spacecraft from the organization they
  work for (which can also take it away). Wealthy
  characters may buy spacecraft outright, or share
  the cost between PCs. Debt (p. B26) against
  Wealth, representing bank loans to buy the vessel,
  or Signature Gear (p. B85) are common alternatives. Complete
  details on spacecraft financing will appear in the next volume.
  Basic Statistics Block
  If it has a maneuver drive engine, determine the 
  skill required to pilot it: Piloting (Lightsail) for vessels with
  lightsail propulsion, Piloting (Low-Performance Spacecraft) for
  other vessels with acceleration under 0.1G; Piloting (High-
  Performance Spacecraft) if 0.1G+. Vessels using warp drives for
  sublight travel use Piloting (Starship).
  TL: Record the TL.
  dST/HP: Record the value from the Hull Table (p. 9) that
  corresponds with the chosen SM. It’s also convenient to
  record a damage threshold equal to 10% of basic dHP. When
  using the space combat rules, each multiple of 10% of dHP
  that is lost due to penetrating damage causes the vessel to
  suffer one system damage roll.
  SPACECRAFT SYSTEMS
  34
  FINALIZING THE SPACECRAFT
  
  HT: This starts at HT 13. Reduce HT by 1 for each the fol-
  lowing: if the vessel has SM +5-9 with no engine room; if using
  high or total automation at TL7-9. Add +1 to HT if it has at
  least one robofac, nanofactory, fabricator, or replicator system
  aboard.
  Hnd/SR: If the spacecraft has no maneuver drive, omit.
  Otherwise, record the Hnd/SR value from the Hull Table.
  Hnd/SR are both -1 at TL7-8. Adjust as follows:
  Hnd Modifier
  Acceleration
  Modifier
  0.001G
  -3
  0.01G
  -2
  0.1G
  -1
  1G
  0
  10G
  +1
  100G
  +2
  1,000G+
  +3
  If a value falls between, use the lower, e.g., 4G is a 0 modi-
  fier.
  Move: If the spaceship uses a reactionless drive, record
  combined acceleration of its engines in G (gravities) followed
  by a slash, then the notation c (it can accelerate to near-
  lightspeed). If it uses a reaction drive, record the combined
  acceleration of these engines in G and then, as its top speed,
  the delta-V calculated under Fuel Tanks (p. 17). If fitted with
  more than one type of maneuver drive, it will have different
  performance statistics depending on which drive is in use; add
  explanatory notes as necessary.
  SM: Record the spacecraft hull’s chosen SM.
  LWt: Refer to the Hull Table (p. 9) and record the loaded
  weight that corresponds with the chosen hull mass and SM.
  dDR: Add up the cumulative dDR from the spaceship’s
  armor systems protecting each hull section. Record front dDR,
  central dDR, and rear dDR, separated by slashes, in that order
  (or just one dDR if they’re identical).
  Occ: Occupancy is simply a summary of the vessel’s person-
  nel capacity. First, decide if the occupancy statistic will refer to
  accommodation or short-term occupancy. Usually accommo-
  dations are listed if they vessel has them; otherwise record
  short-term occupancy. If none, record 0.
  Long-term accommodations provide full life support for an
  indefinite period. Occupancy is two per cabin or luxury cabin,
  four per bunkroom, cell, or cage. Record occupancy followed
  by the suffixes A (accommodations), S (sealed) and V (Vacuum
  support), e.g., 20ASV.
  Short-term occupancy provides limited life support for one
  man-day times occupancy. It is split into crew + passenger
  occupancy. Crew occupancy is one person per control station,
  turret, or workspace, and two per lab, establishment, or office.
  The passenger occupancy is one per seat, stretcher, or sickbay
  bed, 10 per briefing room, 30 per establishment, 100 per open
  space. Usually this statistic is only recorded only if the vessel
  has no long-term occupancy. Record occupancy as “crew +
  passengers” followed by the suffixes SV (omitting A), e.g.,
  2+6AV.
  Hibernation chambers are indicated in footnotes.
  Load: This is the sum of the capacities, in tons, of all cargo
  hold, steerage cargo, and hangar bay systems, plus 0.1 ton per
  occupant.
  Cost: Record the total cost of all systems.
  Notes may be added for extra details, e.g., force screens,
  ground, or air performance.
  Air Performance
  This is the aerial performance in a “very thin” or denser
  atmosphere (see p. B429), i.e., not trace or vacuum condi-
  tions. A ship can fly in atmosphere if it is winged, or has an
  acceleration greater than local gravity, or is equipped with
  contragravity lifters. Use Piloting (Aerospace) or if flying with
  contragravity, Piloting (Contragravity).
  Speed depends on acceleration of all drives used in atmos-
  phere. The table below shows speeds in mph for streamlined
  craft with accelerations of 0.5G to 10G; divide by 10 for
  unstreamlined craft. For craft with different accelerations, find
  the square root of acceleration in G; then multiply by 2,500 if
  streamlined or 250 if unstreamlined. Round to the nearest 100
  mph (nearest 1,000 if speed is 10,000 mph+).
  Air Performance Table
  G
  Speed
  G
  Speed
  1G
  2,500 mph
  6G
  6,100 mph
  2G
  3,500 mph
  7G
  6,600 mph
  3G
  4,300 mph
  8G
  7,100 mph
  4G
  5,000 mph
  9G
  7,500 mph
  5G
  5,600 mph
  10G
  7,900 mph
  For half-G increments round up but multiply by 0.7, e.g.,
  0.5G is 1,750 mph.
  Relevant air performance statistics to record are Move and
  Hnd/SR.
  Move: As on p. B463, the first number for air Move is accel-
  eration and the second is top speed in yards per second. For air
  acceleration, multiply acceleration in G of all drives used in
  atmosphere by 10. To get top speed, halve the calculated air
  speed in mph.
  Hnd/SR: Use the spacecraft’s Hnd/SR but add +2 to Hnd if
  it has contragravity lifters and +4 to Hnd and +1 to SR if
  winged. Max Hnd. is +5 regardless of bonuses!
  SPACECRAFT SYSTEMS
  35
  
  A space flight could be a journey of a few hundred miles up
  to low orbit, or an epic trek across the galaxy. This chapter
  presents basic rules for space travel, as well as common ship-
  board activities such as sensor scans, routine maintenance,
  and refueling. It also includes cost and mass statistics for con-
  sumables such as food and ordnance.
  SPACE TRAVEL
  36
  CHAPTER THREE
  SPACE TRAVEL
  Distance and
  Speed Units
  Astronomical Unit (AU). The basic unit of interplan-
  etary measurement, equal to the average distance
  between the Sun and the Earth. One AU is about 93
  million miles.
  Parsec (Pc): This is the unit of interstellar measure-
  ment used in GURPS Space. One parsec is about 3.26
  light years or 206,000 AU.
  Miles Per Second (mps): The basic unit of velocity
  and delta-V used in this book. One mile per second is
  approximately a Move of 1,800 yards per second.
  MANEUVER DRIVES
  Maneuver drives are used to propel a spacecraft through
  normal space, and if powerful enough, can be used to lift off
  from a planet or maneuver through an atmosphere.
  Interplanetary Voyages
  The distance separating two planets in a star system may be
  as short as the difference between their distances from their
  star or as long as the sum of those distances, depending on
  their orbital positions. For an approximation, assume the dis-
  tance between two worlds is equal to the average orbital radius
  (distance from its star) of the world furthest from that star.
  The table below shows the orbital radii of planets and other
  significant bodies in our own solar system. GURPS Space can
  be used to determine these statistics for other systems, or the
  GM can just make up numbers using our solar system as a
  guideline.
  The table shows orbital velocity (how fast the planet is mov-
  ing in its orbit around the sun) in miles per second and orbital
  period (the time it takes to orbit the sun) in Earth years. These
  two statistics are used when calculating Interplanetary Transfer
  Orbits (p. 38). Also shown are gravity (G) and escape velocity,
  two statistics important for determining if a spacecraft can
  take off or leave orbit.
  
  Solar System Travel Table
  Planet
  Orbital Radius
  Orbital Velocity
  Orbital Period
  G
  Escape Velocity
  Sun
  –
  –
  –
  28G
  383 mps
  Mercury
  0.39 AU
  29.6 mps
  0.24 yr.
  0.38G
  2.7 mps
  Venus
  0.72 AU
  21.8 mps
  0.62 yr.
  0.91G
  6.4 mps
  Earth
  1 AU
  18.5 mps
  1 yr.
  1G
  6.96 mps
  – Luna
  1 AU
  –
  –
  0.16G
  1 mps
  Mars
  1.5 AU
  15.1 mps
  1.88 yr.
  0.38G
  3.1 mps
  Ceres*
  2.7 AU
  11.3 mps
  4.6 yr.
  0.03G
  0.32 mps
  Jupiter
  5.2 AU
  8.1 mps
  11.9 yr.
  2.36G
  37 mps
  Saturn
  9.5 AU
  6 mps
  29.5 yr.
  0.92G
  22 mps
  Uranus
  19 AU
  4.2 mps
  84 yr.
  0.89G
  13.2 mps
  Neptune
  30 AU
  3.4 mps
  165 yr.
  1.19G
  14.6 mps
  Pluto*
  40 AU
  2.9 mps
  248 yr.
  0.067G
  0.68 mps
  Oort Cloud (comets)
  about 10,000 AU
  0.59 mps
  200 yr.
  neg.
  neg.
  * Ceres is the largest main belt asteroid; Pluto is a large Kuiper Belt object. Oort cloud statistics are for a typical long-period
  comet.
  NEWTONIAN SPACE FLIGHT
  AND DELTA-V
  The top speed of a spacecraft that uses a reaction drive is
  really its “delta-V”: the maximum change of velocity it can per-
  form before running out of reaction mass (rocket fuel, etc.).
  Each acceleration or deceleration “costs” a fraction of this
  delta-V.
  The important spacecraft statistics are the acceleration of
  the reaction drive engines and the fuel tank’s delta-V reserve of
  reaction mass for those engines.
  The GM will want to know how far the destination is, in
  miles or AU, as well as the escape velocity (in mps) and gravi-
  ty (in G) of the origin or destination worlds.
  Example: The Princess of Helium is a passenger liner with a
  fusion torch drive. She’s presently in Mars orbit. She has
  enough reaction mass in her fuel tanks to give the ship a delta-
  V reserve of 55 mps, and her drive has a 1G acceleration using
  her fusion torch engines. She’s bound for Earth, which at this
  time we’ll assume is about 1.5 AU from Mars.
  Getting into Space
  To take off from a planet and reach a low orbit around a
  body requires a delta-V equal to 80% of the planet’s escape
  velocity. This is 5.6 mps for Earth orbit. The spacecraft’s accel-
  eration must exceed gravity (1G, for Earth), or it must have
  wings (in atmosphere) or contragravity lifters.
  To reach low orbit around a celestial body and then break
  orbit, escaping its pull of gravity, requires a delta-V equal to
  escape velocity. This is about 7 mps for Earth. The spacecraft’s
  acceleration must also exceed gravity (1G, for Earth), or it
  must be winged (in atmosphere) or have contragravity lifters.
  A spacecraft that is already in low orbit uses delta-V equal
  to about 30% of escape velocity to break orbit. This is about 2
  mps to leave Earth orbit.
  A winged or contragravity lifter-equipped spacecraft with
  jet engines (or reaction engines with the ram-rocket design fea-
  ture) in a very thin or denser atmosphere (p. B249) needs less
  delta-V to reach orbit or escape velocity. First calculate air
  speed (see Air Performance, p. 35) using only the jet engine or
  ram-rockets; then divide mph by 3,600 (giving air speed in
  mps); then subtract this from required delta-V.
  If escape velocity of other planets is not known, values can
  be determined from a planet’s mass and radius relative to
  Earth. Multiply the above velocities by the square root of
  (Me/Re), where Me is mass in Earth masses and Re is planetary
  radius in Earth radii.
  Stars and Escape Velocity: The sun’s escape velocity is 383
  mps. For other stars and remnants such as neutron stars or
  black holes, multiply this velocity by the square root of
  (Ms/Rs), where Ms is the mass in solar masses and Rs is the
  radii in solar radius.
  Time required is to lift off or break orbit:
  T = dV ¥ 0.045/A.
  T is time in hours.
  dV is the total delta-V required.
  A is the spacecraft’s acceleration in G.
  Example: The Princess of Helium is orbiting Mars and wants
  to break orbit. This requires 30% of Mars escape velocity. The
  escape velocity of Mars is 3.1 mps (see table), so she needs 0.93
  mps. She reduces the reaction mass in her tanks from 55 mps
  to 54.07 mps. She could accelerate at full 1G, but since her pas-
  sengers are from Mars, she decides to use less than that: a gen-
  tle 0.5G, intermediate between Earth and Mars gravity.
  Accelerating at 0.5G, time required is 0.93 ¥ 0.045/0.5G = 0.084
  hours, or about 5 minutes. After a brief acceleration, she’s free
  of Mars’ gravity!
  Space Travel with Reaction Drives
  Orbital maneuvers, or interplanetary travel once a space-
  craft has escaped orbit, require accelerating to the desired
  cruising velocity, coasting through space, then decelerating to
  the velocity required to orbit the destination.
  To plot a space journey for a reaction drive-propelled space-
  craft, decide how much of the spacecraft’s delta-V reserve will
  be used to accelerate. This delta-V is the cruising velocity. An
  equal amount, minus the destination’s own escape velocity,
  must then be used to decelerate, unless the spacecraft is to fly
  past or impact the destination.
  SPACE TRAVEL
  37
  
  Example: The Princess of Helium has just escaped Mars orbit
  and is boosting for Earth! She has a reserve of 54.07 mps of
  delta-V left in her fuel tanks. The navigator decides to acceler-
  ate to a cruising velocity of 25 mps, and as the spacecraft nears
  Earth, another 25 mps – 2.1 mps (Earth’s “to orbit” velocity) to
  decelerate.
  Travel Time
  The full travel time breaks down into acceleration, cruise,
  and deceleration steps.
  1. Time to Accelerate
  First, determine time the spacecraft will spend accelerating
  to the desired cruising delta-V. This is the acceleration time.
  T = dV ¥ 0.0455/A.
  T is time in hours.
  dV is the total delta-V required for the acceleration and
  deceleration.
  A is the spacecraft’s acceleration in G.
  The spacecraft will normally spend the same time deceler-
  ating.
  Example: Since Princess of Helium has an acceleration of
  0.5G and wants to reach 25 mps, it spends 25 ¥ 0.0455/0.5 = 2.3
  hours accelerating to cruising speed near Mars. In the process,
  the occupants experience a gentle one-half of an Earth gravity
  acceleration. The ship will need to decelerate for the same time
  at the other end of its trip.
  2. Distance Traveled during Boost
  An additional complication that is important during short
  voyages is the distance that was traveled during the accelera-
  tion and deceleration phases of the journey.
  cD = T2 ¥ A ¥ 0.00042.
  T is the acceleration time in hours as calculated above.
  A is the acceleration in G. cD is the distance traveled in AU dur-
  ing constant acceleration.
  It’s usually simplest to assume the deceleration distance is
  the same: double the distance.
  Example: Since Princess of Helium spent 2.3 hours acceler-
  ating at 0.5G, she traveled 2.32 ¥ 0.5 ¥ 0.00042 = 0.0011 AU. We
  double that to include the deceleration burn, for 0.0022AU.
  3. Cruise Time
  If the distance traveled during the acceleration and deceler-
  ation phase is less than the total distance to the destination, the
  spacecraft will also spend time coasting. The time spent coast-
  ing (in zero-gravity, unless the spacecraft has spin gravity or
  artificial gravity generators) is calculated using this formula:
  Time spent coasting (days) = tD ¥ 1,076/dV.
  tD is the distance to the destination in astronomical units
  (AU) minus the distance traveled during boost (while acceler-
  ating and decelerating).
  dV is the cruising delta-V in mps.
  Example: The distance from Mars to Earth is 1.5 AU.
  Princess of Helium has already traveled 0.0022AU while boost-
  ing to and decelerating from a speed of 25 mps, It therefore
  spends the following time between boost periods coasting in
  zero gravity: (1.5-0.0022) ¥ 1,076/25 = 64.46days.
  Special Case: Ramscoops
  Spacecraft using reaction drives whose reaction mass is
  being provided by ramscoops can travel as if they had reaction-
  less drive. However, they will generally first need to accelerate
  normally up to the ramscoop velocity (1,800 mps or more)!
  TRAVEL WITH
  REACTIONLESS DRIVES
  Spacecraft with reactionless drives don’t need to worry
  about reaction mass. They can continuously accelerate as long
  as the drives have power, although most are limited to veloci-
  ties a fraction below light speed (186,000 mps).
  SPACE TRAVEL
  38
  Interplanetary
  Transfer Orbits
  Planets and other celestial bodies don’t stand still.
  It’s possible to carefully time an interplanetary trip so
  that the two planets’ own orbits provide most of the
  necessary delta-V. Exact travel times will vary depend-
  ing on the time of year. However, you can estimate the
  statistics of typical low-energy transfer orbit between
  two planets or other bodies (starting in orbit around
  one and ending in orbit around the other) using their
  orbital velocities and orbital periods. The Solar System
  Travel Table (p. 37) shows values for planets in our own
  system.
  A transfer orbit involves maneuvers that require a
  delta-V equal to the difference in the two planet’s
  orbital velocities (in mps). Use the first step of the reac-
  tion drive travel rules to find the time spent maneuver-
  ing.
  The majority of the trip is spent drifting in the low-
  energy orbit. To find out how long this takes, add
  together the origin and destination body’s orbital peri-
  ods (in Earth years) and divide by 4 to get travel time
  in years. Multiply by 365 for days.
  Continuous
  Acceleration with
  Reaction Drives
  A reaction drive vessel with enough delta-V can accel-
  erate to midpoint, turn about, then decelerate, thrusting
  all the way, much like a reactionless drive craft:
  Delta-V (mps) required = (square root of [distance
  in AU/acceleration in G]) ¥ 1,482 ¥ acceleration in G. 
  Voyage time (hours) = delta-V/(21.8 ¥ accelera-
  tion).
  
  Blast Off!
  A spacecraft using a reactionless drive can fly into space if
  it has anacceleration less than the planetary gravity, or is
  winged (in a very thin or denser atmosphere), or is using con-
  tragravity lifters.
  To Orbit: T = ([Escape Velocity ¥ 0.8]-Air Speed) ¥ 2.8/-
  (A-G).
  To Escape Velocity: T= (Escape Velocity)-Air Speed ¥
  2.8/(A-G).
  T is time in minutes.
  Air Speed is the top air speed in mps (mph/3,600) if the
  spacecraft has wings or contragravity. If not, treat as 0.
  A is the spacecraft’s reactionless drive acceleration in G.
  G is the world’s gravity; treat as 0 if the spacecraft uses
  wings or contragravity lifters.
  Breaking Orbit
  A reactionless drive vessel that is already in orbit takes the
  following time to escape orbit:
  T = (eV ¥ 0.3) ¥ 0.0455/A.
  T is time in hours.
  (eV ¥ 0.3) is 30% of the world’s escape velocity.
  A is the spacecraft’s acceleration using reactionless drive.
  Space Travel Time (long voyages)
  Once a spacecraft has broken orbit, the time in hours
  required to travel a distance measured in AU, including accel-
  eration and deceleration, is shown below.
  T = 68 ¥ [square root of [D/A]).
  T is time in hours.
  D is the distance in AU.
  A is the spacecraft’s acceleration in G.
  The table below gives some typical times and distances.
  (Peak velocity in mps will be: 10.9 ¥ T ¥ A).
  Space Journey (short voyages)
  For short distances, such as from the Earth to the Moon, or
  moving about within a planetary orbit, distances in miles are
  easier to calculate. The time in minutes required to travel a dis-
  tance measured in miles, including acceleration and decelera-
  tion, is shown below.
  T = 26 ¥ [square root of [D/A]).
  T is time in minutes.
  D is the distance in miles.
  A is the spacecraft’s acceleration in G.
  (Peak velocity in mps will be 0.18 ¥ T ¥ A).
  C-Fractional Velocity
  High acceleration reactionless drives may just boost up to
  near-light speeds. The time required to accelerate to (or from)
  a fraction of light speed, c, is shown below:
  T = Vc ¥ 8,300/A.
  T is time in hours.
  A is acceleration in G.
  Vc is the desired velocity as a fraction of light speed (1 c =
  186,000 mps).
  SPACE TRAVEL
  39
  Travel Times
  AU
  0.0001G
  0.001G
  0.01G
  0.1G
  1G
  2G
  0.1
  3.1 months
  1 month
  9 days
  68 hours
  22 hours
  16 hours
  0.2
  4.5 months
  5.7 weeks
  1.8 weeks
  4 days
  31 hours
  22 hours
  0.5
  7 months
  9 weeks
  2.9 weeks
  6.3 days
  2 days
  34 hours
  1
  10 months
  13 weeks
  1 month
  9 days
  2.8 days
  2 days
  2
  14 months
  4.5 months
  6 weeks
  13 days
  4.1 days
  2.8 days
  5
  23 months
  7 months
  9 weeks
  2.9 weeks
  6.3 days
  4.5 days
  10
  32 months
  10 months
  13 weeks
  1 month
  9 days
  6.3 days
  50
  5.5 years
  23 months
  7 months
  9 weeks
  2.9 weeks
  2 weeks
  100
  7.8 years
  32 months
  10 months
  13 weeks
  1 month
  2.9 weeks
  Lightsails and
  Magsails
  Treat space sails as reaction drives but with no limit
  on the delta-V they can spend (though their top speed
  is limited as noted in their description). They get more
  acceleration the closer they are to a star. Multiply the
  base thrust by (1/D)2 where D is the average distance in
  AU from the star during the voyage.
  This is a (somewhat unrealistic) simplification of
  actual sail flight. Most light sail or magnetic sails will
  accelerate into low-energy transfer orbits!
  
  Interstellar Voyages (measured in parsecs 
  and years)
  Time required for a long voyage at c-fractional velocity:
  Ty = D ¥ 3.261/Vc.
  D is the distance in parsecs.
  Ty is the travel time in years.
  Vc is the cruising velocity as a fraction of light speed.
  Interplanetary Voyages (measured in AU)
  T = 500 ¥ D/Vc.
  T is the travel time in seconds.
  D is the distance in AU.
  cV is as above.
  Short Voyages (measured in miles)
  A ship can travel 186,000 miles ¥ Vc every second.
  Stardrives can work in just about any way the GM wishes.
  Thus, their performance depends on the intended scope of the
  campaign more than anything else. The GM should work out
  the mechanics of stardrive operation to suit the campaign.
  GURPS Space has detailed guidelines on the many different
  options and possibilities for GMs who wish to design their
  stardrives to suit a campaign. For GMs without GURPS Space,
  this section presents some ready-to-use examples.
  HYPERDRIVE
  This drive assumes the existence of hyperspace, a parallel
  dimension in which differing laws of physics permit faster-
  than-light travel. A vessel with a hyperdrive may enter hyper-
  space, taking a “short cut” through that dimension for a few
  days or weeks while traveling at faster than light speeds, then
  emerge back into the normal universe.
  Typically, a starship must set a course to a specific destina-
  tion, the navigator must plot a course, and then power up the
  drive to enter hyperspace. Some variants of hyperdrive also
  require first accelerating to a minimum velocity (which may be
  as high as near-light speeds) while heading in the general
  direction of the target. Once in hyperspace, a starship does not
  interact with the normal universe and may not maneuver or
  deviate from its plotted course. This may work differently in
  some universes!
  The hyperspace voyage, or “skip,” lasts for distance in par-
  secs/FTL speed days. Then the spaceship emerges into nor-
  mal space. Any restrictions that apply to entering hyperspace
  usually apply to leaving it, e.g., if the drive won’t work near a
  planet or star’s gravity the starship must emerge a considerable
  distance away from any celestial bodies.
  Skip accuracy typically is up to the GM, but often a success-
  ful Navigation (Hyperspace) roll is required. Plotting normally
  STARDRIVES
  SPACE TRAVEL
  40
  Atmospheric Flight
  Spacecraft with wings, contragravity lifters, or if
  streamlined and with an acceleration greater than local
  gravity, can fly in an atmosphere.
  Use the rules on p. B466 for air travel. Use Piloting
  (Aerospace) skill rather than their normal spaceship oper-
  ation skill. Ships using contragravity lifters use Piloting
  (Contragravity).
  Atmospheric Landings
  In a very thin or denser atmosphere (p. B429), a stream-
  lined winged spaceship can glide down for orbit, landing
  like an airplane, even without engines, as can any space-
  craft with a soft landing system Roll against Piloting
  (Aerospace) as described on p. B214; add the spacecraft’s
  Handling modifier.
  Failure means the approach wasn’t perfect and the ship
  must abort and double back, or land in the wrong place. In
  busy airspace, the pilot may get in trouble for violating reg-
  ulations. On a critical failure, or any failure by more than
  its SR, it’s a crash landing that inflicts damage as per a very
  low velocity collision (p. 61) to one location. Roll: 1-3 front
  hull, 4-6 center hull.
  Apply modifiers for terrain and weather. Spacecraft sen-
  sors can mean visibility is not a problem, but wind, hail,
  storms, ice, mountains, or built-up areas all give penalties:
  -1 (mountains), -2 (skyscrapers, strong winds, thin atmos-
  phere), -3 (electrical storm), -4 (hail, very thin atmosphere),
  -5 (blizzard), -6 (hurricane).
  Vertical Landing
  A spacecraft with acceleration better than the local grav-
  ity, or contragravity, can perform a vertical landing –
  “bringing her down on her jets.” This is the only way to
  land if a world has a trace or vacuum atmosphere!
  Landing takes 20/(Acceleration-Gravity) minutes. A
  Piloting roll is needed every five minutes (minimum one
  roll). If the vessel is streamlined and landing in atmos-
  phere, this is easier: halve the time required. Modifiers are
  as for atmospheric landing, though weather is ignored in
  vacuum. Use the space handling rather than air handling
  modifiers if landing in a vacuum.
  If using a reaction drive, this requires spending delta-
  V reserve equal to 0.1 mps ¥ local gravity per attempt.
  Roll vs. Piloting skill. Success means a proper landing,
  failure means you may abort or suffer a crash landing (as
  detailed above), critical failure means you have a crash
  landing.
  
  takes about 30 minutes and usually can only be done from the
  general area of space where the skip is being performed.
  Success gets the spacecraft as close as it can safely come to the
  destination (depending on drive technology). Failure may be a
  miss by 10% of that safe distance ¥ the margin of failure.
  Critical failure may be off by parsecs, an arrival someplace
  unpleasant, or an arrival closer than the safe distance with the
  drive disabled (destroyed on a failed HT roll).
  JUMP DRIVE
  This drive assumes the existence of natural or artificial
  jump points. These are “wormholes” or “jump lines” that con-
  nect two distant points in space, usually over interstellar dis-
  tances, and which may require a special drive to open.
  Solar systems on main travel routes will have two or more
  jump points leading to different destinations, creating a net-
  work of jump point routes that connect one system to the next.
  There may also be cul-de-sacs systems – dead ends with only
  one jump point. Jump point connections may or may not
  relate to real space: a jump point may connect to the nearest
  star, halfway across the galaxy, or even to alternate dimensions
  or times. Their size is also up to the GM – they could be thou-
  sands of miles across, or small enough that they limit the size
  of ships that can traverse them.
  To use a jump point, a ship travels to it, powers up the jump
  drive, and is transported through to the other end of the jump
  point. Often the engines must be powered up for a total of
  60/FTL hours, where FTL equals the FTL rating. A jump is nor-
  mally instantaneous (although the GM may rule it requires a
  finite time). Jump points are often located thousands or mil-
  lions of miles from planets, stars, and other jump points, so
  lengthy voyages through normal space may also be required.
  Therefore, a jump drive is usually installed in addition to
  another type of space drive.
  Jump points that automatically connect directly to a single
  other jump point generally don’t require Navigation rolls,
  although a Navigation or Piloting roll may be required if enter-
  ing a jump point requires a very precise course.
  Jump Drive Variations
  Hyper Jump Drive: The starship must be at a jump point
  to use the drive, but the destination may be any other jump
  point within range and the drive otherwise functions like a
  hyperdrive.
  Probability Drive: When activated, probability is altered so
  the spacecraft vanishes from its own location and appears
  somewhere else, without crossing intervening space. Range is
  up to the GM; it could even be infinite. Using a probability
  drive requires Navigation or Electronics Operation (Matter
  Transmission) rolls, with a hefty minus (e.g., -10) if the desti-
  nation is uncharted. Failure results in the starship becoming
  lost – it could turn up just about anywhere – and disables the
  drive until repaired. A critical failure may warp probability in
  strange ways, producing bizarre events or stranding the vessel
  in an entirely different dimension.
  WARP DRIVE
  This allows the ship to travel and maneuver at faster-than-
  light speeds while still interacting with the normal universe.
  The drive may surround the ship it is mounted on in an ener-
  gy field, such as a bubble of hyperspace, or may be a “blink
  warp” drive that moves the ship forward via a series of rapid
  micro-jumps.
  A typical warp drive ship has a speed in parsecs per day
  equal to its FTL rating. (A speed of one parsec per day is equiv-
  alent to 220,000,000 miles per second.)
  Standard warp drives only function in deep space. Some
  are automatically slowed to sublight speed when in close prox-
  imity to a star (e.g., within about 75 AU of a sun-sized body)
  but still work, e.g., at a speed of light-seconds per minute
  rather than parsecs/day.
  SPACE TRAVEL
  41
  SPACE OPERATIONS
  These are common activities such as entering or leaving the
  vessel, sensor scans, routine maintenance, and refueling.
  ACCESS
  The most common way to board a spacecraft is via a the
  vessel’s airlock, but there are other methods!
  Airlock
  An airlock allows people to enter or leave a ship in space
  without decompressing the vessel. The airlock is chamber with
  a heavy, pressure-tight door, valve, or hatch at either end. Some
  superscience airlocks may use rigid, airtight force fields
  instead of doors, although these are risky if the power fails!
  The outer door connects the chamber to the outside. The
  inner door leads from the chamber to the spacecraft’s corridors
  in whatever hull location the airlock is attached to.
  A control panel is outside the spacecraft next to the outer
  door. A second panel is in the airlock chamber. A third panel is
  in the spacecraft corridor beside the inner door. Each panel
  includes airlock controls, an intercom, and a camera. The air-
  lock can be operated via input from a panel, a control station,
  or the spacecraft’s computer.
  
  Individual control panels may be left “unlocked” so anyone
  can access them. Otherwise, a visitor must insert an access key,
  type an access code, submit to a biometric scan, or call some-
  one for permission to enter (procedures will vary for each
  spacecraft).
  Air pressure sensors and a pump are installed in the inner
  chamber.
  Airlock Capacity
  The capacity of an airlock is the maximum number of
  human-sized individuals that can occupy it. The table below
  shows airlock capacity and area (in hexes) by spacecraft SM:
  SM
  +5-7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Capacity
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Hexes
  1
  1
  1
  1
  2
  2
  2
  2
  4
  Airlock Doors: These have half of the armor of the hull sec-
  tion they are installed in. Multiply the hull section’s dDR by 5
  to determine an airlock’s DR. They are HP 75.
  Entering a Spacecraft via Airlock
  1. Access the outer airlock’s control panel, or call inside. 2+
  seconds.
  2. Option: Use airlock controls to alter the pressure in the
  airlock chamber to the same pressure as the outside environ-
  ment. It takes 1 minute ¥ pressure differential in atmos-
  pheres, e.g., 1 minute to go from standard atmosphere 
  (1 atm) to vacuum.
  3. Unlock and open the outer door. 2 seconds. The atmos-
  phere in the airlock chamber (if any) and outside environment
  will mix.
  4. Enter airlock chamber. 1 second.
  5. Use airlock controls to close and lock outer door. 1 sec-
  ond.
  6. Option: If sensors indicate a foreign atmosphere in the
  airlock chamber, use controls to pump out existing air and
  replace it with the spacecraft’s own atmosphere. 1 minute + (1
  minute ¥ pressure differential).
  7. Option: If the airlock chamber is equipped with deconta-
  mination systems, initiate these procedures. This takes a fur-
  ther (13-TL) minutes.
  8. Use controls to unlock and open outer door. 1 second.
  9. Enter spacecraft. 1 second.
  Chambers can typically vary their pressure from 0 to 5n
  atmospheres, where n is the hull dDR.
  Exiting an Airlock
  1. From inside the spacecraft, unlock and open the inner
  door. 2 seconds.
  2. Enter airlock chamber. 1 second.
  3. Close and lock inner door. 2 seconds.
  4. Option: If the airlocks are equipped with decontamina-
  tion systems, use controls to initiate decontamination. These
  procedures take (13-TL) minutes.
  5. Option: If the external pressure is less than that of the
  spacecraft, e.g., a vacuum, depressurize the airlock chamber.
  This will prevent the occupants being blown out into space
  when the door is opened! This takes two seconds to initiate. A
  depressurization warning sounds. The pressure starts to drop
  slowly to the desired level, which takes 1 minute ¥ pressure
  differential in Earth atmospheres. The cycle can be halted or
  reversed.
  6. Unlock and open outer door. 1 second. The airlock
  chamber is exposed to the outside environment. If the outside
  environment is at a lower pressure than the chamber, any 
  air rushes out, possibly also sucking out any occupants of the
  airlock chamber.
  7. Leave airlock (unless blown out already!). 1 second.
  Docking
  Standard airlock doors are designed so that a spaceship can
  mate airlocks directly with a station, or so that a small craft
  can mate directly with a larger spacecraft. Airlocks designed by
  different spacefaring cultures are normally incompatible, but
  regular trade might result in agreements that standardize these
  fixtures, even between aliens!
  Docking generally takes about one minute and requires a
  Piloting roll by the pilot of any craft that is actively maneuver-
  ing. The larger craft will usually hold its course as the smaller
  one docks (only the pilot of the smaller craft rolls), but if both
  vessels are maneuvering, both pilots must roll. Failure means
  that another minute is needed. Critical failure results in an
  emergency situation. Roll again: any success means trouble is
  averted, but a second failure or critical failure results in a
  minimal-speed collision (p. 61).
  Passage Tubes
  A passage tube is a flexible tube that connects the airlocks
  of two spacecraft in space that have compatible atmospheres.
  It holds pressure, allowing the occupants to travel between
  ships without the need to cycle airlocks. It may be extended
  out to 30 yards, is about two yards in diameter, and hooks to
  standard fittings around exterior airlocks. Rigging it takes
  about an hour in free fall (30 minutes with multiple workers),
  and requires a Mechanic (Vehicle Type) roll.
  Emergency Pressure Doors
  Spacecraft may have pressure-tight doors to seal off 
  compartments.
  SM +5-6 spacecraft have no pressure doors. If the space-
  craft hull is breached or a cargo bay door is opened, the entire
  spacecraft is affected.
  SM +7-9 spacecraft have pressure doors that separate each
  hull section: one for the front hull, one for the center hull, and
  SPACE TRAVEL
  42
  
  one for the rear hull. A breach or open cargo bay door will
  affect the hull section it occurs in.
  SM +10 and up spacecraft have pressure doors that sepa-
  rate each system, excluding armor systems. A breach or open
  bay door only affects that particular system.
  Doors are armored with half the dDR of their hull section’s
  armor, i.e., DR = 5 ¥ hull dDR, or DR 5 if the hull section has
  no armor. A door seals shut automatically if emergency sensors
  detect pressure loss, fire, or smoke in the compartments on
  either side of the door. Doors will seal in two seconds and will
  do (ship SM) dice crushing damage each turn to anyone
  caught in them. A character next to a door can roll vs. DX to
  try and jam the door or dive through it. Failure means the
  character was caught by the door and takes (spacecraft SM)
  dice of crushing damage. Roll hit location – if the door fails to
  kill the character (torso or head) or destroy a limb (or whatev-
  er was jammed into it), then it is stuck open. Doors can be
  manually overridden via an appropriate authorization code
  input through the vessel’s computer or control stations;
  authority to do this is usually restricted to engineering damage
  control teams or the spacecraft’s command crew.
  Cargo Bay Doors
  If a spacecraft hull section (front, center, or rear) has
  cargo holds, it will have cargo bay doors. A given hull section
  has one set of cargo bay doors, which provide access to all
  cargo holds in that part of the hull. Doors have the same
  dDR as the spacecraft hull. They are not airlocks – air spilled
  is lost. It takes two seconds to open or close cargo bay door,
  using controls next to the bay doors on the outside and
  inside. Computer AIs and control stations can also open or
  lock them.
  The maximum SM object that easily fits through cargo
  hold doors is the hull SM-5 if the hull section has 1-2 cargo
  holds, or hull SM-4 if it has 3-6. A successful Freight
  Handling roll lets an object of one SM greater to be maneu-
  vered through the door. Failure means the item is stuck,
  requiring minor repairs (dismantling the door or the object)
  to clear access. The actual width and length a cargo bay door
  (in yards) is shown below, depending on the number of
  cargo holds in that hull section:
  Hangar Bay Doors
  Hangar bays are equipped with much larger doors than
  cargo bays. Moreover, the entire bay is designed to function as
  a giant airlock! It can be evacuated (storing the air in holding
  tanks) before the doors are opened. It takes 1.5 minutes ¥ pres-
  sure differential (in atmospheres) to change the pressure in a
  hangar bay. Thus, it usually takes 1.5 minutes to go from 1
  atmosphere to vacuum, or vice versa. The normal procedure is
  to evacuate the hangar bay and keep it evacuated during all
  launch or recovery operations.
  If a spacecraft hull section (front, central, or rear) has
  hangar bays, it has hangar bay doors. They take two seconds
  to open or close. A given hull section has one set of hangar bay
  doors, which accesses all hangar bays in it. The diameter (in
  yards) is shown below:
  SPACE TRAVEL
  43
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  1-2 holds
  1.5
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  3+ holds
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  100
  The maximum SM object that can be maneuvered through
  the doors is equal to hull SM-4 if 1-2 bays or hull SM-3 if 3-6
  bays. Squeezing larger objects through is not possible, as the
  airlocks are more complex than cargo bay doors.
  Hull Breaches
  Another way to get into or out of a spacecraft is through a
  big hole. The hull is breached if any non-core system is disabled
  or destroyed. Typical breach diameter (in yards) is shown on
  the table below. For disabled systems, roll for diameter. For
  destroyed systems, the breach is automatically the maximum
  possible size that can be rolled (e.g., instead of a +9 SM hull
  having a 2d yard breach, it is 12 yards).
  SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  1-2 bays
  2
  3
  5
  7
  10
  15
  20
  30
  50
  70
  100
  3+ bays
  3
  5
  7
  10
  15
  20
  30
  50
  70
  100
  150
  Hull SM
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  Disabled
  1d-3
  1d-2
  1d
  1d+2
  2d
  2d+3
  4d+1
  6d-1
  8d+2
  12d-2
  16d+4
  Destroyed
  3
  4
  6
  8
  12
  15
  25
  35
  50
  70
  100
  
  See the section on Emergency Pressure Doors for how much
  of the hull will be evacuated or exposed to foreign atmosphere
  during a breach. Most spacecraft systems are designed to sur-
  vive decompression, but plants in open spaces and delicate
  furnishings or supplies in habitats (e.g., bottles of wine in bar
  establishments, etc.) will be lost if exposed.
  Teleport Projectors
  Why bother with doors? See Teleport Projector (p. 18).
  CARGO HANDLING
  Loading or unloading time for cargo is about one man-hour
  per 100 tons at a port facility with heavy machinery or if the
  vessel is docked in a larger spacecraft’s hangar bay, or at a rate
  of 1 man-hour per 10 tons otherwise (including moving
  ammunition from a cargo bay to a gun or launcher, or a vessel
  in a hangar bay). Roll against Freight Handling (and
  Hazardous Materials, if necessary) skill to properly load cargo.
  Success means everything is stowed properly. Failure means it
  was stowed haphazardly: any attempts to unload the cargo
  take twice as long. Critical failure results in unsafe stowage:
  triple unload time, and the cargo may break, leak, or escape!
  COMPUTERS AND SOFTWARE
  Spacecraft with computer networks use the rules on
  p. B473. Control stations and offices or ops centers have termi-
  nals that can access it; computers carried by occupants and
  desktop models installed in cabins or bunkrooms may be able
  to interface with the network if it’s designed to allow it.
  These rules ignore most software. Ship navigation, target-
  ing, etc., is a simple computing problem; even the lowest-
  complexity spacecraft systems can simultaneously run all nec-
  essary software. Weapon sAcc values already include targeting
  programs.
  The major advantage of better computers is to run high
  complexity programs like cryptographic analysis, language
  translation, or even Artificial Intelligences that can function as
  crew members! See GURPS Ultra-Tech for AIs and other soft-
  ware.
  COMM/SENSOR ARRAYS
  Any vessel with a control room has a basic comm/sensor
  array. Some vessels have enhanced, multipurpose, science, or
  tactical comm/sensor arrays. All are integrated communica-
  tion and sensor suites whose capabilities are simplified into a
  single comm/sensor array level.
  Unless given the FTL option, detection and communica-
  tions occur at the speed of light, and over long distances. Time
  lag is one second per 186,000 miles, or 500 seconds per AU,
  each way.
  Arrays have the following navigational, sensor, and commu-
  nications capabilities:
  Passive Sensors
  Comm/sensor arrays include telescopes (visual, infrared,
  ultraviolet, radio) for navigation, detection, and targeting.
  They usually operate in infrared mode for long range
  detection, but also produce telescopic imagery (“on screen”) or
  perform multispectral sensing.
  Passive sensors are operated from a control station (or by a
  sapient program). The operator uses Electronics Operation
  (Sensors) skill, using the Sensors rules (p. B471). The sensors
  are vehicular imaging sensors (p. B471) that provide
  Hyperspectral Vision (p. B60) with Extended Low Band (and
  Extended High Band, for science and multipurpose arrays),
  Telescopic Vision (p. B92) and 360° Vision (p. B34). The
  Telescopic Vision Level is equal to the comm/sensor array level.
  Passive sensors can also detect and locate any operating
  active sensor or broadcast signal within twice its own range
  (see Signal Detection, below).
  Spacecraft will usually be using passive sensors to detect
  other spacecraft. The relevant modifiers are summarized
  below. Roll vs. Electronics Operations (Sensor) skill adding the
  modifiers shown below; if the modifiers total +10 or more, the
  GM may assume automatic identification. Passive sensors only
  detect objects in line of sight – something behind a world, larg-
  er station, underwater, etc. won’t be detected. Modifiers:
  SM: Add the object or spacecraft’s Size Modifier.
  Time Spent: Assume a complete scan around the vessel
  takes 20 seconds. Time spent modifiers apply (e.g., +3 for a full
  3-minute space combat turn, or +5 for half an hour).
  Range: Apply the Range modifiers from p. B550. In space
  combat, -10 at zero (100 yards), -30 at point-blank (100 miles),
  -34 at close (500 miles), -38 at short (2,500 miles), -42 at long
  (10,000 miles), -46 at extreme (50,000 miles). For astronomical
  ranges: -50 at 200,000 miles (1 LS), -54 at 1 million miles (5
  LS), -60 at 10 million miles (100 LS), -66 at 100 million miles
  (1 AU), -72 at 1 billion miles (10 AU), -75 at 7 billion miles (75
  AU; scan entire solar system).
  Telescopic Vision: Reduce the above range penalty by the
  level of Telescopic Vision. You may “zoom in” and use twice the
  Level if the target’s approximate location is already known.
  This includes attempts to get a better look at a detected target,
  rolls to spot targets whose orbits are already charted (e.g.,
  charted satellites, celestial bodies, etc.) or whose radio, radar,
  or transponder emissions have been detected.
  Damage: If an enhanced, tactical, multipurpose, or science
  array is disabled or destroyed, a vessel can use its basic array.
  A basic array is only destroyed if the control room or space-
  craft is destroyed. All arrays are at -1 if the spacecraft is
  reduced to 0 HP or less.
  Observation: +10 if object is in plain sight (in space, air, or
  a world’s surface) rather than concealed, camouflaged, hidden
  among debris, or using a Cloaking Device.
  In Space: +2 if the object is silhouetted against a larger
  celestial body, +24 if silhouetted against deep space. Note that
  this is cumulative with the plain sight modifier.
  IR Signature: Spacecraft often put out a lot of heat and
  light! If trying to detect a spacecraft or similar object, apply the
  single highest applicable modifier:
  Minimal power: 0*.
  Auxiliary power: +3.
  Fuel cell, solar panels, or jet engine: +4
  MHD turbine, chemical or HEDM rocket engine, or flying
  in atmosphere at 3,600+ mph: +5
  Fission reactor, nuclear thermal rocket, nuclear light bulb,
  or performing a high-speed atmospheric reentry: +6.
  SPACE TRAVEL
  44
  
  Antimatter thermal rocket engine, antimatter reactor,
  fusion reactor, super fusion reactor, total conversion reactor,
  magsail, lightsail: +7.
  Fusion pulse drive or fusion rocket engine: +8.
  Advanced fusion pulse, antimatter plasma, nuclear saltwa-
  ter rocket, or external pulsed plasma engine: +9.
  Antimatter plasma torch, antimatter pion, or fusion torch
  engine: +10.
  Antimatter pion torch, super antimatter plasma torch, or
  total conversion torch engine: +11.
  Super conversion torch engine, or any “cosmic” power
  plant: +12.
  Reaction engine modifiers assume the rear hull (with drive)
  is facing toward the sensor array; if it’s the central hull, reduce
  by one; if it’s the front hull, reduce by two.
  Countermeasures: The following modifiers apply:
  -10 if target is using a cloaking device.
  -2¥(TL-4) if using a stealth hull unless the target has signa-
  ture modifiers of +5 or more.
  * Auxiliary power permits operation of all non-high-energy
  or cosmic energy systems. Minimal power does not permit the
  use of any life support (except hibernation chambers), active
  sensors, or ECM.
  Failure means no contact (a critical failure may mean a
  misidentified contact or other error); the operator may repeat
  the task on later turns if there is reason to believe something is
  out there.
  Success means detection of the object’s presence, range,
  course, temperature class, and SM, but no other details. Once
  an object is detected the sensors will automatically keep track of
  it (along with anything it launches). It remains detected as long
  as it remains in line of sight and does not activate a cloaking
  device. If it cloaks, a new detection roll is required. If it leaves
  line of sight and reappears later, a new roll is also needed.
  Signal Detection
  The passive sensors in comm/sensor arrays also incorporate
  radio, laser, and radar detectors. If a vessel is using radar 
  or broadcasting radio signals, or using a transponder, these
  sensors automatically detect the signal out to twice the active
  or broadcast range. (1.5¥ range if the signal was low-
  probability intercept (LPI) – see p. B82). Ladar and tight beam
  laser comm signals are detected only if the spacecraft was their
  target, or happened to be in their path. FTL radio and para-
  radar multiscanner emissions can only be detected if the ves-
  sel also uses such a system; if so, treat them as radio and radar,
  respectively. The sensor operator will detect the type of signal,
  the content of any (non-encrypted) broadcast and an approxi-
  mate bearing (passive sensors can use twice their Telescopic
  Vision level from range modifier). A successful Electronics
  Operation (EW) roll can also reveal useful details (“that was a
  Type 23 radar used by the Federal Navy”).
  Active Sensors
  Active sensors in a comm/sensor array consist of radar
  and ladar used for navigation, detection, and targeting. Their
  range is measured in light seconds (one light second is
  186,000 miles). They can be operated from one of the vessel’s
  control stations or its computer. All sensors can generate
  multiple sensor beams that can track any number of targets
  simultaneously.
  Active sensors are less important for spacecraft than pas-
  sive sensors; usually the passive sensors detect targets at much
  longer distances. Active sensors are mainly used as part of tar-
  geting systems, for radar mapping of worlds (especially if
  cloud covered) and, in the case of superscience multiscanners,
  for “sensor scans” to analyze a target.
  Active sensor use in space combat is integrated into the
  combat rules in Chapter 4. Otherwise, use the vehicular active
  sensor rules (p. B471-472).
  All types of array can be used as a radar (p. B81) with the
  Extended Arc (360 degrees), LPI, and Multimode enhance-
  ments. Enhanced, tactical, and science arrays also include a
  ladar with (p. B81) with Extended Arc (360 degrees) and LPI
  enhancements; see Scanning Sense, pp. B81-82. If the space-
  craft has the multiscanner design switch all arrays have a
  para-radar (p. B81) with the Extended Arc (360 degrees)
  enhancements.
  The active sensor’s range in light seconds is determined by
  the array level: see Active Sensor and Comm Range Table below.
  You can multiply by 200,000 to get range in miles. On a world,
  it can see out to the horizon.
  Active Sensor and Comm Range Table
  Level
  Range
  Level
  Range
  1
  0.1
  10
  3
  2
  0.15
  11
  5
  3
  0.2
  12
  7
  4
  0.3
  13
  10
  5
  0.5
  14
  15
  6
  0.7
  15
  20
  7
  1
  16
  30
  8
  1.5
  17
  50
  9
  2
  18
  70
  E.g., a Level 8 array has a 1.5 LS range active sensor and 1.5
  AU range comm suite.
  SPACE TRAVEL
  45
  Detection
  This information is automatically available about a
  detected spacecraft:
  Size, mass, and acceleration.
  Type of maneuver drive, if the spacecraft accelerated.
  Power plant and Power Points.
  At point-blank or short range, these systems will be
  visible if they are in a hull section on a detected object
  facing the targeting vessel:
  Comm/sensor array (any type), habitat, hangar bay,
  reaction drives, weapon battery, robot arms or legs,
  any destroyed systems (but not what they were), open
  space.
  Operating force screens (at GM’s option).
  The main radiator array and winged features.
  Additional information may be available via Sensor
  Analysis tasks (p. 52).
  
  Communications (“Comm Suites”)
  Comm/sensor arrays have very long range laser communi-
  cation and radio (p. B91), communicators. Range depends on
  the array level – see the Active Sensor and Comm Range Table,
  reading the range in astronomical units (AU). Use the commu-
  nications rules on p. B471 and p. B91. Spacecraft also have
  internal intercoms in all systems except armor and fuel tanks,
  as well as outside next to airlock, hangar, and cargo doors.
  Transponders
  Comm suites may be set to automatically broadcast identi-
  fication codes for traffic control purposes. Regulations may
  require civilian spacecraft to broadcast their identity using
  transponders whenever they are operating in civilized shipping
  lanes. Crews that find this onerous may reprogram them to
  emit false identity signals. Reprogramming a transponder may
  be a trivial exercise, or it may require difficult Electronics
  Operation (EW) or Computer Programming rolls (GM’s discre-
  tion). The usual deterrent to using a false signal or no signal is
  fines or worse if caught by authorities.
  OVERLOADING LIFE SUPPORT
  A spacecraft’s ability to carry people is normally limited by
  its rated occupancy, but it can be increased in extremis by
  cramming more people into it. Roll 3d against HT+4 each day
  of overloading, at -1 per full 10% by which the number of peo-
  ple aboard exceeds system capacity. On a failure, the system
  begins to break down, losing 10% of its current capacity for
  each point by which the roll was missed. A Mechanic (Life
  Support) roll can be attempted once per day; if it succeeds, it
  will restore 10% of full capacity. Once the life-support system
  begins to fail, the effect snowballs; if the ship remains over-
  loaded, life support will eventually reach 0% and fail. At that
  point, all oxygen in the air will be used up within a few hours.
  Then everyone who needs to breathe will start to suffocate.
  REPAIR AND MAINTENANCE
  Spacers often spend much of their time maintaining
  onboard systems; the listed workspace requirements in
  Chapter 2 cover the crew (humans or robot) needed.
  See the Damage Control rules in Chapter 4 for the rolls
  needed to repair disabled systems and dHP. A destroyed sys-
  tem must be replaced at full cost (usually at a shipyard with
  sufficient hangar space for the vessel) plus a 10% fee. It will
  normally require one day per spaceship dHP for a full dock-
  yard to replace a destroyed system. Multiply this time by 10 if
  the space yard doesn’t have sufficient hangar space to put the
  spacecraft in an internal dock. If the spacecraft has fabricators,
  robofacs, nanofacs, or replicators, it can manufacture replace-
  ments onboard.
  Spacecraft may require various consumables: fuel, coolant,
  food, ammunition, and ordnance. This is not included in the
  spacecraft’s base cost.
  REFUELING
  Reaction drives consume reaction mass from fuel tanks as
  spacecraft use up their delta-V. Some power plants require
  periodic refueling.
  Refueling Fuel Tanks
  Fuel tanks are rated for their tons of fuel and the delta-V
  reserve they provide. The cost to completely refill a tank
  depends on the tons and type of reaction mass stored in it.
  Reaction Mass Cost Table
  Reaction Mass
  Cost per Ton
  Water
  $20
  Coolant
  $150
  Ionizable reaction mass (e.g., argon)
  $180
  Rock dust (for mass drivers)
  $2
  Rocket fuel (liquid hydrogen/oxygen)
  $800
  Hydrogen
  $2,000
  Jet fuel
  $4,000
  HEDM rocket fuel
  $6,000
  Antimatter-catalyzed hydrogen or water
  $20,000*
  Nuclear pellets
  $50,000
  Uranium-saltwater
  $100,000
  Antimatter-boosted hydrogen or water
  $12,000,000*
  Nuclear bomb pulse units
  $250,000
  Matter/antimatter
  $10,000,000,000,000*
  * In superscience settings where total conversion power or
  cosmic energy technology exists, cost of any type of antimatter
  reaction mass may be as little as $6,000/ton.
  The cost to partially refill a tank to replace 1 mps of delta-V is:
  Cost of 1 mps delta-V = refill cost divided by full tank’s
  delta-V.
  Fuel Transfers
  If two spacecraft with different sizes or different reaction
  drives transfers tons of reaction mass between each other,
  adjust each of their reserves of delta-V:
  Current delta-V (mps) = (remaining tons/full tons) ¥ full
  delta-V.
  Remaining tons is the tons of reaction mass the spacecraft
  has left after the transfer.
  Full tons is the tons of reaction mass the spacecraft has with
  full tanks.
  Full delta-V is the spacecraft’s delta-V with full tanks.
  A spacecraft can transfer up to 10% of its total fuel or reac-
  tion mass every three minutes (1% every 20-second turn).
  Power Plant Refueling
  Power plants whose endurance is measured in years com-
  bine refueling with major reactor overhauls (since their cores
  are often radioactive). The fuel for the normal listed endurance
  is included with the spacecraft’s cost. Refueling requires a
  shipyard of the power plant’s TL or greater. The cost, with
  maintenance, is a fraction of the cost of the power plant: 10%
  SPACE TRAVEL
  46
  CONSUMABLES
  
  for fission, fusion, or super fusion power plants, 50% for anti-
  matter power plants.
  Fuel cells are refueled the same way as fuel tanks. Refueling
  a fuel cell costs 25% of the cost replacing a tank of rocket fuel
  for the same SM spacecraft.
  FOOD
  Spacecraft with limited or full life support must carry food
  supplies. Spacecraft with total life support, or with replicators
  or open spaces devoted to farms may omit food supplies
  (though they might stock it for variety.) Each 500 man-day
  supply is $1,000 and 1 ton. Gourmet supplies (suitable for first-
  class passengers) are 10¥ as expensive.
  AMMUNITION
  Guns and launchers require ammunition. The mass of the
  specified gun or missile shots are included in weapon batter-
  ies, but extra ammunition can be carried as cargo. The cost of
  ammunition is not included.
  The table shows the mass in tons per gun shot or missile,
  e.g., 1/4,000 of a ton means one ton will allow storage of 4,000
  shots.
  Super Missiles (TL11^)
  “Super missiles” with 100G+ accel-
  erations may optionally be available
  (usually if similar accelerations are
  standard for spacecraft). Super mis-
  siles are 2¥ as expensive.
  Conventional Warheads
  Missile and gun ammunition costs
  assume conventional warheads. A con-
  ventional warhead may either impact
  and penetrate the target, or be proxim-
  ity fused to explode at a distance into a
  shotgun-like blast of high-velocity
  fragments. LC2.
  Unconventional Warheads
  Missile and guns may also use
  other warheads. For unconventional
  warheads there is an extra cost
  assessed per warhead (per missile or
  shot) rather than per ton.
  Nuclear (TL7): A typical fission or
  multi-stage fission-fusion warhead.
  Cost is $50K for 25 kiloton, $100K for
  100 kiloton, $500K for 2.5 megaton,
  $1M for 10 megaton. Only heavy mis-
  siles or bombs may have 2.5 megaton
  or 10 megaton warheads.
  Antimatter (TL10): A “clean” antimatter-catalyzed fusion
  warhead that is unaffected by nuclear dampers and may also
  be smaller in size than a standard nuclear warhead. Cost is
  $100K for 25 kiloton, $200K for 100 kiloton, $1M for 2.5 mega-
  ton, $2M for 10 megatons. Divide cost by 2 at TL11-12. Only
  heavy missiles or bombs may have 10 megaton warheads.
  Unconventional Warhead Table
  TL
  Warhead
  Minimum Size
  Cost
  7
  25 kiloton nuclear
  16cm
  $50K
  7
  100 kiloton nuclear
  20cm
  $100K
  7
  2.5 megaton nuclear
  40cm
  $500K
  7
  10 megaton nuclear
  56cm
  $1M
  10
  25 kiloton antimatter
  10cm
  $100K
  10
  100 kiloton antimatter
  16cm
  $200K
  10
  2.5 megaton antimatter
  24cm
  $1M
  10
  10 megaton antimatter
  40cm
  $2M
  DROP CAPSULES
  These are designed to let their occupants enter atmosphere
  safely.  They have small rocket engine clusters that provide lim-
  ited  maneuverability, but careful landing is a matter of good
  navigation.  De-orbiting takes two or three rotations around a
  planet with an  Earthlike atmosphere (more for a planet with
  a thinner atmosphere,  such as Mars). During this time, radio,
  radar, and all passive  sensors will be blinded due to plasma
  effects.
  For more information, see GURPS Ultra-Tech (p. 232). 
  SPACE TRAVEL
  47
  Gun and Missile Ammunition Table
  Caliber
  Conventional Gun
  Electromagnetic Gun, Grav Gun
  Missile
  SM
  2cm
  1/4,000
  1/8,000
  –
  -7
  2.5cm
  1/2,000
  1/5,000
  –
  -7
  3cm
  1/1,600
  1/3,200
  –
  -6
  3.5cm
  1/1,200
  1/2,400
  –
  -6
  4cm
  1/800
  1/1,600
  –
  -5
  5cm
  1/400
  1/800
  –
  -5
  6cm
  1/200
  1/400
  –
  -4
  7cm
  1/125
  1/250
  –
  -4
  8cm
  1/80
  1/160
  –
  -3
  10cm
  1/40
  1/80
  –
  -3
  12cm
  1/25
  1/50
  –
  -2
  14cm
  1/16
  1/32
  –
  -2
  16cm
  1/10
  1/20
  –
  -1
  20cm
  1/5
  1/10
  1/5
  -1
  24cm
  1/3
  1/6
  1/3
  0
  28cm
  1/2
  1/4
  1/2
  0
  32cm
  1
  1/2
  1
  +1
  40cm
  2
  1
  2
  +1
  48cm
  4
  2
  4
  +2
  64cm
  7.5
  4
  7.5
  +2
  80cm
  –
  –
  15
  +3
  Ammunition costs $100K per ton for guns or $1M per ton for missiles.
  SM is used when the projectile is attacked as part of point defense fire.
  
  Spacecraft may contest the space around a planet, station,
  or jump point, or do battle in deep space. This combat system
  is intended to convey the feel of personal combat, but on a
  larger time scale and for vessels with multiple crews. It
  abstracts movement while focusing on crew tasks.
  BASIC SPACE COMBAT
  48
  CHAPTER FOUR
  BASIC SPACE
  COMBAT
  THE ENGAGEMENT
  Before combat can occur, opposing vessels must have
  maneuvered into the same area of space, typically within a few
  hundred to several thousand miles of each other. Use the space
  travel and detection rules in Chapter 3, and the combatant’s
  relative courses and planned dispositions to determine if an
  encounter is likely. The GM may assume that neither side has
  detected the other, or may start the battle assuming detection
  has already occurred. The GM must also decide on encounter
  distance and turn length.
  Ambush and Surprise
  In some situations, one side may be able to ambush the
  other. Situations that might let a spacecraft get close enough to
  avoid detection include:
  • All of one side’s spacecraft are using cloaking devices.
  • A seemingly-friendly spacecraft suddenly attacks.
  • A spaceship appears unexpectedly from inside a space sta-
  tion, asteroid base, etc.
  • A spacecraft was masked by a planet, moon, asteroid, or
  large space station.
  The GM may rule that an ambush does or does not take
  place on the basis of a roleplayed situation, a clever plan, or a
  Quick Contest of Tactics skill.
  Vessels on an ambushed side
  will have surprised crews (see
  below), and the GM may also rule
  that the encounter will take place
  at a shorter distance than usual.
  Encounter Distance
  Select the encounter scale that
  suits the type of vessels involved.
  Close Combat Scale: Typical
  engagement range is 20 to 2,000
  miles. This is suggested if most
  important vessels involved have
  delta-V reserves below 5 mps or if
  no weapons have ranges greater than Short. It shouldn’t be
  used if vessels have 50G or more acceleration, as they’ll race
  through the engagement area.
  Standard Combat Scale: Typical engagement range is 200 to
  20,000 miles. This scale works best for vessels with 0.5G to
  500G acceleration, or if no weapons have ranges greater than
  Long.
  Distant Combat Scale: Typical engagement range is 2,000 to
  200,000 miles. This scale is suggested if at least some of the
  spacecraft involved use weapons with Extreme range or if very
  fast drives (50G and up) are used.
  Turn Length
  Space battles are fought in space combat turns whose length
  depends on the encounter scale and spacecraft performance.
  The GM determines turn length by selecting a reference space-
  craft acceleration from the Scale Table below, and cross-
  indexing it with the encounter distance. Ideally, all spaceships
  will fall into the same acceleration category. If not, the GM
  decides on the reference vessel – usually either the best-
  performing craft, one that’s most typical of the encounter, or
  the most important craft (e.g., the PCs’ ship).
  Scale Table
  Acceleration
  Close Scale
  Standard Scale
  Distant Scale
  Under 0.05G
  10-minute
  10-minute*
  10-minute*
  0.05G+
  3-minute
  10-minute
  10-minute*
  .05+
  1-minute
  3-minute
  10-minute
  10G+
  20-second
  1-minute
  3-minute
  50G+
  20-second†
  20-second
  1-minute
  500G+
  20second†
  20-second†
  20-second
  * Spacecraft with the reference acceleration or less can’t significantly alter course during
  the fight – tactics will be dominated by gunnery and damage control, not maneuver.
  † Spacecraft with the reference acceleration are properly moving too fast for this
  encounter scale to be optimum, although you may use this scale if you wish!
  
  Example: The smuggler Rose of Rigel (with 2G acceleration)
  is boosting away from the planet Moonjam. In orbit is the hos-
  tile patrol ship Shambleu (4G acceleration). The GM decides it
  will be a standard scale encounter. Their drives both fall into
  the 0.5G+ category, so the GM cross indexes that with standard
  Scale and determines the space combat turn will be three min-
  utes long.
  Encounter Velocity and Fast Passes
  Based on decisions made before the battle begins, the GM
  should have an idea how fast vessels are moving. Using the
  table below, determine whether any spacecraft are making a
  fast pass – moving so quickly they’ll flash right through the
  encounter area in a turn or two. Examine the table below, com-
  paring turn length and encounter distance to find a threshold
  velocity.
  Any spacecraft the GM decides has a velocity exceeding this
  threshold is making a “fast pass.” Others are moving slowly
  enough to stay in the battle area. Otherwise, This is a fuzzy
  line: If a craft is within +/-50%, the GM can opt to treat it as
  fast or not, as desired.
  Example: Continuing from the previous example, the GM
  decides the Rose of Rigel has just exceeded 7 mps, Moonjam’s
  escape velocity, and that Shambleu is probably at orbital veloc-
  ity, around 5 mps. Both of these falls under the 50 mps thresh-
  old for a standard scale encounter with 3-minute turns, so nei-
  ther spacecraft is making a fast pass.
  Pre-Battle Preparation
  Current Delta-V: If a spacecraft has already used a reaction
  drive before the combat began, note how much of its delta-V
  reserve remains available.
  Formations: Spacecraft may be declared either to be in for-
  mation or docked, before an engagement begins. See
  Formations (p. 65).
  Crew and Passenger Locations: The GM should know where
  each PC and important NPC is in the spacecraft, and have a
  general idea where everyone else is as well. Some tasks can
  only be properly performed from certain systems (see
  Character Actions, p. 50). On SM+5-6 spacecraft, characters
  may only occupy cargo, control, hangar, habitat, or passenger
  seat systems. On larger spacecraft, characters may be in any
  system save armor or (non-empty) fuel tanks. For simplicity,
  you can assume everyone is at their duty station and passen-
  gers are in habitats.
  Surprised Crews: If a vessel’s crew are surprised (see below)
  some crew may be in the wrong place, e.g., not at their action
  stations. They may have to take one or more space combat
  turns to reach their actions stations – see Internal Movement
  (p. 63).
  BASIC SPACE COMBAT
  49
  Fast Pass Threshold Table
  Scale
  Close
  Standard
  Distant
  20-second turn
  50 mps+
  500 mps+
  5,000 mps+
  1-minute turn
  15 mps+
  150 mps+
  1,500 mps+
  3-minute turn
  5 mps+
  50 mps+
  500 mps+
  10-minute turn
  1.5 mps+
  15 mps+
  150 mps+
  Space combat is fought in a series of space combat turns
  that range from 20 seconds to 10 minutes long depending on
  the chosen time scale. Each spacecraft takes its turn in
  sequence, until all vessels have had their turn, then they start
  over. This is like personal combat, except that the turns are
  organized by spacecraft rather than by character.
  The sequence in which spacecraft act is up to the GM.
  The default starting sequence is
  the Speed of each pilot who was
  controlling each vessel at the
  start of the battle. If pilots have
  the same Speed, the lowest SM
  spacecraft goes first; break fur-
  ther ties with a die roll.
  Alternatively, the GM can have
  the first actions go to all space-
  craft on the side that won a
  Quick Contest of Tactics or
  which was able to perform an
  ambush.
  Either way, the sequence is retained each turn, even if the
  pilot or situation changes (omitting vessels that were
  destroyed). If a new vessel enters the battle, add it to the end of
  sequence. If one is launched from a hangar bay, insert it
  into the sequence after the launching craft. Objects
  other than spacecraft, such as individuals or instal-
  lations, can also take turns. E.g., a cluster of space-
  port buildings on a planet or moon, with
  its own sensors, hangars, and weapon bat-
  teries, could be treated like a spacecraft.
  On each spacecraft’s turn, the impor-
  tant characters aboard it each take their
  own individual turns, performing tasks
  described below. After they have acted, the
  spacecraft’s turn is over; proceed to the
  next vessel in the sequence. Once every
  spacecraft has had its turn, begin again,
  repeating the same sequence with surviv-
  ing spacecraft acting in the exact same
  order as before.
  SPACE COMBAT TURNS
  
  ACTION DURING A TURN
  On a spacecraft’s turn, all player characters aboard, and any
  NPCs performing important roles, take their own turns, organ-
  ized as shown below.
  During the spacecraft’s turn, PCs and other key characters
  decide what duties they’ll perform, if they differ from last turn.
  If characters are moving about the vessel or staying put, this is
  also resolved now (including boarding of small craft).
  Characters aboard a single spacecraft take their own indi-
  vidual turns in the order shown below. Following this ensures
  that the commander’s skill rolls for handling the ship can affect
  the crew, that the engineer provides power to drives and
  weapons so the pilot and gunners can use them, and so on.
  However, this isn’t a war game – the GM should feel free to vary
  the sequence as dramatically appropriate!
  Characters may perform a single task without penalty, or,
  since each turn represents a lengthy period, may combine mul-
  tiple tasks at a penalty; see Multitasking (p. 50). There’s no need
  to try and do every task, e.g., the single crew member on a
  space fighter might decide to perform only a piloting and a
  gunnery task, ignoring everything else. Similarly, a space sta-
  tion or vessel that’s out of fuel may omit piloting tasks.
  1. Command Tasks: One character acting as commanding
  officer (and optionally one acting as executive officer) may per-
  form Command Tasks (p. 50).
  2. Engineering Tasks: One character acting as chief engineer
  may allocate power (if necessary) and optionally perform an
  extra action from the Engineering Tasks (p. 51).
  3. Navigation Tasks: One character serving as navigator may
  perform Navigation Tasks (p. 52).
  4. Piloting Tasks: One character serving as pilot may per-
  form Pilot Tasks (p. 53). At the start of this phase, any attack
  vector or collision course results achieved by another space-
  craft against the pilot’s vessel are removed (but engagement or
  rendezvous results will remain) – see Range (p. 57). If no one is
  performing a pilot task, the spacecraft performs an
  Uncontrolled Drift (p. 56). If a collision course result is
  achieved, the pilot may opt to attempt a collision attack, but
  need not do so.
  5. Electronics Operation Tasks: All characters acting as sen-
  sor or comm operators can perform Communications Tasks
  (p. 53) or Sensor Tasks (p. 52) for the systems they control.
  6. Gunnery Tasks: All characters controlling functional
  weapons may perform Gunnery Tasks (p. 53), or may alterna-
  tively delay performing tasks until Step 7, after the piloting
  tasks have been performed and the range has (possibly)
  changed.
  7. Crew Tasks: Other crew members may perform tasks or
  other actions. The only activities given special rules here are
  Damage Control Tasks (p. 54), but there are plenty of opportu-
  nities for other activity. Medics can treat the injured in their
  system, stewards can try to calm passengers, boarding parties
  can rally at airlocks or fight aboard ship, passengers can hide
  in cabins, don space suits, or try to hijack the ship, etc.
  CHARACTER ACTIONS
  Since each turn is longer than one second, characters don’t
  take maneuvers. Instead, they perform tasks that represent
  multiple maneuvers over a period of time.
  Character actions are divided into several task categories,
  such as Command or Gunnery, which determine when tasks
  are performed. These are often assigned to specific people
  (e.g., the pilot performs Piloting tasks) but a title isn’t neces-
  sary, e.g., the ship’s cook could run to a control station and take
  over the ship’s helm.
  Sapient computer programs (see GURPS Ultra-Tech) that
  are running on the spacecraft’s computer network may per-
  form certain tasks, if so noted. Aside from existing in the com-
  puter network, they use the same rules as other characters.
  Multitasking
  Characters can try to perform more than one different task
  in a turn, with certain restrictions. A character can only per-
  form those tasks possible from the system he spent the entire
  turn in. The same task can’t be performed multiple times in a
  turn.
  There is a skill penalty for multitasking, which is applied to
  all tasks:
  • -2 per added task after the first, if it’s part of the same cat-
  egory, e.g., two different Command tasks.
  • -4 per added task after the first of a different category, e.g.,
  both a Command and a Piloting task.
  If a character will multitask, indicate it when they perform
  the first task, so that the penalty can be applied to all tasks they
  perform during the turn.
  Command Tasks
  “Chief engineer, I need those engines on line now! Get me
  more power!”
  BASIC SPACE COMBAT
  50
  When Not To Use These Rules
  These rules are intended to handle battles at great dis-
  tances, often involving large crews. Don’t use them where
  standard one-second combat turns and range calculations
  in yards are more appropriate! E.g., if a spaceship is straf-
  ing a party of adventurers on the ground, fighting an 
  airplane, or boarded, feel free to switch to the standard
  GURPS Basic Set vehicle rules. Refer to the vessel’s short-
  form statistic block (multiplying dDR by 10 and dST/HP by
  10 to get the unscaled values) and use Weapons in Ordinary
  Combat (p. 66).
  
  No more than two crew (usually a captain and either an
  executive or tactical officer) may perform command tasks
  aboard a spacecraft in a given turn. Their authority must be
  recognized by the crew under them. Command tasks may be
  performed from a functional control station or by a sapient
  program capable of interacting with the crew.
  A commanding officer may tell the other key crew members
  what to do! Since each turn represents several seconds to 10
  minutes, this is a free action. You can also spend time talking
  via communicator with someone outside the vessel, such as
  another spacecraft commander, using social skills such as
  Diplomacy or Intimidation. This will rarely count as a task
  unless it takes the entire turn.
  In addition to talking and giving orders, you may perform
  any of the following tasks during the turn. Unless noted, all
  effects last until your next turn.
  Tasks other than motivate crewman can only be attempted
  once per spacecraft per turn. Motivate crewman can only be
  performed once per enemy spacecraft per turn.
  Leadership Task
  The spacecraft’s commander or executive officer (but not
  both) may spend the turn inspiring all of his subordinates. This
  is a use of Leadership skill to improve morale and self-control,
  as described on p. B204. In addition to the bonuses on p. B204,
  a roll that succeeds by five or more, or is a critical success, will
  add +1 to the average Spacer skill of subordinates (but not the
  character performing the task).
  Motivate Crewman Task
  Motivate a single subordinate who you believe is perform-
  ing an important task, such the pilot or engineer. Roll against
  your Shiphandling skill. Success gives them a +1 on any tasks
  they perform through the turn. Failure means you’re distract-
  ing them, giving them a -1 penalty. Double this on critical suc-
  cess or failure! Modifier: -2 if you are in different systems
  (unless either of you are computer programs).
  Shiphandling Task
  Enable a subordinate to perform Piloting tasks with Spacer
  instead of Piloting skill by directing him. Use the lower of their
  Spacer or your Shiphandling skill in lieu of Piloting skill. You’ll
  tell them what to do – it’s up to the GM which of you makes the
  skill roll. Unless either of you are computer programs, you
  must both be in the same system. The main advantage of this
  task is that it’s a command task rather than a piloting task: you
  can “steer the ship” while doing another command task with a
  -2 rather than -4 penalty.
  Space Tactics Task
  Pick a single enemy spacecraft or formation, predict what it
  will do, and relay that plan to any subordinates. You may
  choose “offensive tactics” (reduces your target’s dodge by 1) or
  “defensive tactics” (increases your pilot’s Dodge by 1 against
  that target). To do so, roll against your the lower of your
  Navigation (Space) or Tactics skill (or their defaults). Add +1 in
  a 1 minute turn,+2 in 3 minute turn, +3 in a 10 minute turn.
  Exception: If the target vessel (or formation’s leader) had some-
  one performing the Space Tactics task last turn, whether
  focused on your vessel or not, success requires a Quick Contest
  of skill against him (if so, don’t bother modifying for time). A
  critical failure mean a bad plan that gives your foe the benefit;
  a critical success doubles the bonus.
  Engineering Tasks
  “Allocate power to main disintegrator weapon, force field, and
  two engines!”
  These tasks involve allocating Power Points and upgrading
  the efficiency of engines or power plants. Only one character
  aboard a spacecraft may perform an Engineering task in a
  given turn – he’s operating the vessel’s main engineering con-
  sole (On large vessels a dedicated chief engineer will do so). He
  must be at a functional control station or be a sapient comput-
  er program. (References to Power Points apply to Cosmic
  Power Points if the spacecraft is using them instead.) The fol-
  lowing tasks can be performed. Each tasks can only be
  attempted once per turn.
  Allocate Power Task
  If a spacecraft has fewer Power Points than it does high-
  energy systems, you can reallocate these Power Points, deciding
  which systems to “power up.” This also includes the control of
  BASIC SPACE COMBAT
  51
  Functional Systems
  and Control
  Stations
  Some tasks refer to systems or control stations
  being “functional” as a prerequisite. A functional sys-
  tem has not been disabled or destroyed. If the system
  is a high-energy system, it must also have a Power
  Point assigned to it (or multiple Power Points, if it
  requires them). Subsystems such as control stations or
  weapons are functional if the system they are installed
  in is functional.
  Pre-Battle Turns
  Each spacecraft’s first turn is a pre-battle turn,
  which represents what it was doing just before the
  combat started. There are certain restrictions on tasks
  during a pre-battle turn:
  • Pilots cannot perform Closing or Retreat 
  maneuvers.
  • Gunners may not perform Aim and Attack or
  Launch tasks.
  • A spacecraft may not activate a stardrive (save for
  warp drives used for maneuver).
  If combat is expected, pilots should usually choose
  Hold Course or Evasive Action as their pre-battle
  maneuver, and gunners take Wait (Point Defense) tasks
  to avoid nasty surprises.
  Surprised Crews: If the GM judges that surprise
  has occurred (see Ambush and Surprise), the GM may
  rule that some or all crew members are elsewhere
  aboard the vessel. They may have to use their pre-
  battle turn for internal movement (p. 63). Space war-
  ships normally make sure at least some of their crew
  on duty at all times, but other vessels may not be as
  vigilant.
  
  any systems “on” (when powered) or “off” (when not): force
  screens, jump gates, nuclear dampers, some stardrives, and
  stasis webs. It also includes angling of adjustable force screens.
  No skill roll is required. Power allocation counts as a task for
  multitasking only if allocation (and/or force screen angle)
  changed from last turn, or if the spacecraft gained or lost
  Power Points (e.g., due to power plant damage).
  Increase Power Task
  If a spacecraft has one or more Power Points available, you
  may try to increase their efficiency. Make an Electrician skill
  roll. Success means that careful switching and husbanding of
  power gives one extra Power Point to use this turn. Failure
  means it doesn’t; critical failure overloads the system, halving
  (round down) Power Points available this turn. If you attempt
  this task, roll before allocating power.
  Emergency Power Task
  You may dangerously overstress one or more identical reac-
  tor or chemical power plant systems. Roll against the repair
  skill listed for that power system. Success doubles the Power
  Points it can provide this turn, but unless you get a critical suc-
  cess, also stresses it: any attempt to use it to increase power
  any time in the next hour is at -4. Failure doubles the Power
  Points but disables the power plant at the start of your next
  turn. Critical failure disables it immediately without gain. If
  you attempt this task, roll before allocating power.
  Emergency Thrust Task
  You may overload the engines of one or more engine sys-
  tems (except for chemical rocket, HEDM rocket, lightsail, or
  magsail). Use the same procedure as emergency power, except
  instead of doubling power, the acceleration doubles. A high-
  energy system whose thrust is doubled requires doubles the
  Power Points; a reaction drive will require delta-V commensu-
  rate with its increased acceleration. It’s up to the GM whether
  a stardrive can benefit from this – usually a warp drive can, but
  not other types.
  Navigation Tasks
  “Just give me another six minutes to plot the course, captain!”
  Navigation and sensor operation are closely related aboard
  a spacecraft, so the same character can perform both activities
  with only a -2 multitasking penalty.
  To perform these tasks, a character must be occupying a
  functional control station or be a running sapient computer
  program.
  Navigation can always be attempted until the vessel is actu-
  ally destroyed (even if it requires looking out viewports), but is
  at -2 or worse (GM's option) if the vessel is reduced to 0 or
  fewer dHP. Enhanced, science, tactical, or multipurpose arrays
  can only use their bonus if functional. A spacecraft is also lim-
  ited to performing no more than one of these tasks per turn per
  Array (i.e., one task if it has a basic array, or two if it has a basic
  and another array, etc.) regardless of the number of navigators
  or sensor operators. Each task can only be performed once per
  turn.
  Tactical Navigation
  This involves assisting the spacecraft’s pilot in plotting the
  best course around obstacles or threats. Roll against the lower
  of the navigator’s Electronics Operation (Sensor) or Navigation
  (Space) skill. Success gives +1 to the pilot’s Piloting skill (or
  Shiphandling or Spacer, if that’s used instead) this turn. Failure
  by only 1-3 has no effect; failure by 4 or more results in a -1
  penalty. Double effects on critical success or failure.
  FTL Navigation
  Activating a stardrive involves allocating power to the drive.
  However, some stardrives (especially hyperdrives and some
  jump drives) require the navigator first plot an interstellar
  course, which may take several turns and require a skill roll. If
  performed in combat, this a navigation task; see Hyperdrive,
  p. 40 for an example.
  Sensor Tasks
  “Fusion drive flare at six o’clock!”
  Navigation and sensor operation are closely related aboard
  a spacecraft, so the same character can perform both activities
  with only a -2 multitasking penalty.
  To perform these tasks, a character must be occupying a
  functional control station or be a running sapient computer
  program. Enhanced, science, tactical or multipurpose arrays
  can only use their comm/sensor level if functional; the basic
  array is always functional.
  A character can perform multiple sensor analysis tasks on
  different targets by multitasking, but the vessel is limited to a
  maximum of one sensor detection task per array that it has per
  turn.
  Sensor Detection Task
  A character performing this task is using the spacecraft’s
  comm/sensor array to actively look for objects of interest that
  have yet to be detected. Detection in space usually uses passive
  sensors. A single task allows the character to roll to detect each
  significant object that has not yet been detected, using the
  Detecting Spacecraft with Passive Sensors rules on p. 44. Once
  an object has been detected it is automatically tracked by the
  spacecraft’s navigation system; a task is no longer needed to
  look for it.
  Alternatively, you can use active sensors (p. 45) although
  this is rarely as useful.
  Sensor Analysis Task
  Attempt to analyze sensor data of a detected object to deter-
  mine details. For either task, roll at -6 in a 20-second turn, +1
  in a 3-minute turn, or +3 in a 10-minute turn. Repeated
  attempts in successive turns are possible. A critical success
  may reveal additional details, a critical failure provide misin-
  formation.
  Engineering Analysis: Roll against your Engineer
  (Spaceships or Starships) skill. Add +3 if your sensors incorpo-
  rated a multiscanner. Success reveals the basic system type
  (e.g., “habitat” or “chemical rocket engine”) of all six hull sys-
  tems [1-6] on the hull section facing your vessel, and whether
  they are functional, disabled, or destroyed. Only the first, outer
  armor layer’s composition is revealed. Details that vary from
  system to system are not revealed: you would not know what
  type of weapon was in a spinal weapon system, or the exact
  types of cabins in a habitat. Cores systems are hidden. Success
  by 5+ is required to detect any weak points in the hull that can
  be targeted.
  Bio Analysis: If using a multiscanner, you can roll against
  Biology skill to analyze sensor data and determine number and
  species (if known) of life forms aboard the vessel. This will also
  BASIC SPACE COMBAT
  52
  
  reveal the presence of any living systems (gardens, organic
  hulls, etc.).
  Exception: Neither task may be performed if the target is
  using a powered-up cloaking device, opaque force screen, or
  stasis web, even if sensors did detect the target.
  Piloting Tasks
  “Evasive action at 3G!”
  These tasks involve maneuvering the spacecraft. Only one
  character – the spacecraft’s pilot – performs Piloting tasks dur-
  ing a spacecraft’s turn (aside from dodging, which doesn’t
  count as a task) and he can only perform one such task. On
  vessels without maneuver drives, this can involve using atti-
  tude controls or gyros used to change facing.
  Usually the spacecraft’s Piloting skill is used. A DX-based
  Spacer roll can be substituted if the crewman performing the
  piloting task is supervised by a supervisor using
  the Shiphandling command task; the crew-
  man’s skill cannot exceed the commander’s
  Shiphandling skill.
  A pilot must be in a functional control sta-
  tion or be a running computer program.
  Move Maneuvers
  You’re controlling the vessel. In the basic
  combat system, pick a “piloting maneuver”
  (p. 55) such as Closing or Evasive Action for
  your spaceship, assigning the spacecraft’s
  acceleration and facing as per the maneuver.
  Spacecraft 
  whose 
  Closing 
  maneuver
  achieved a collision course may elect to ram: if
  so, resolve this immediately using the Ballistic
  Attack (p. 61) rules. The attempt may be inter-
  rupted by Point Defense Fire if the target’s gun-
  ners took a Wait (Point Defense) task last turn.
  Other Actions
  If the spacecraft has robotic arms, robotic
  legs, or external clamps, and is in position to
  use them, you can control them to move,
  clamp, or manipulate things (using Ready
  maneuvers, etc.) based on whatever work
  could be done over the length of the turn.
  Gunnery Tasks
  “Forward laser battery will target the frigate
  Prospero.”
  “Load launchers one and two with nuclear
  missiles with 100-kiloton nuclear warheads.
  Load launchers three and four with convention-
  al missiles . . . launch!”
  A gunnery task allows a character to control one of the 
  following: a single turret weapon; a single spinal weapon; all
  identical fixed mount weapons in a major, medium, secondary,
  or tertiary battery. The character must be in a functional con-
  trol station, or alternatively, a computer program running on
  the spacecraft’s network. Alternatively, the character may occu-
  py and control a turret using its dedicated controls. The char-
  acter may perform one of the following tasks with the weapon
  or weapons controlled:
  A single character may never perform more than one gun-
  nery task per turn (with the exception of spreading fire).
  Multiple gunners can’t control the same weapons.
  Aim and Attack
  You aim and fire at a specified target or targets. You are
  assumed to be making All-Out (Deliberate) Attacks after three
  or more seconds of aim; this is factored into the combat tables.
  Resolve the attacks immediately, using the Weapons Fire rules
  (p. 57). High-energy systems may only fire if their system was
  powered. (Exception: If a weapons battery contains conven-
  tional guns or missile launchers, these do not require power.)
  The rate of fire of weapons is scaled with turn length. An attack
  represents sustained firing over the turn.
  Wait (Aim and Attack)
  You delay your attack. You may attack a single target dur-
  ing its own turn, firing in the target’s own gunnery phase. If
  the target also fires, your attack is considered
  to be simultaneous with the target space-
  craft for purpose of damage (You can
  resolve it in any order). The advantage is
  this lets you attack after an enemy has
  moved closer to your vessel; the disadvan-
  tage is that it gets to shoot back (or move
  away). You must specify the target you are
  waiting for. (You may decide to change tar-
  gets and instead attack another target, but
  you will suffer a -2 penalty.)
  Wait (Point Defense)
  You may reserve the weapon or weapons
  you are controlling for defensive fire against
  incoming ballistic attacks. If, during the
  period until your next turn, any incoming
  missiles or vessels successfully attack your
  spacecraft (or one you are in formation
  with), you may immediately interrupt fire at
  them using the Point Defense rules (p. 59).
  You can opt to use only some of your RoF; if
  so, you may attack again with unused shots
  against further incoming ballistic attacks
  before the start of your next turn.
  Communication Tasks
  “Comm officer: I’m enhancing the alien
  signal. Putting it on audio . . .”
  Anyone with access to a spacecraft’s con-
  trol station (or a sapient computer program)
  can engage in routine chatter on communi-
  cations channels and keep a channel open
  for incoming messages. See Chapter 3 for the
  vessel’s communication systems. Comms have no difficulty
  communicating with targets at battle ranges. Skill rolls for
  using comm systems are only made for emergency or abnor-
  mal uses of the skill (see p. B189).
  To perform such communications tasks, you must be in a
  functional control station. This is not a singular position – a
  spacecraft may have enough channels to allow multiple crew
  to perform comm tasks, although this is typical only of com-
  mand ships, orbital ports, or fighter carriers. The following
  special tasks can be performed:
  BASIC SPACE COMBAT
  53
  
  Supervise Damage Control Task
  Advise and coordinate a damage control party by using
  damage report data from the control station. Roll against the
  lower of your Electronics Operation (Comms) or Spacer skill.
  Success adds a +1 bonus to that team’s damage control rolls
  this turn (+2 on a critical success). Failure has no effect; criti-
  cal failure means you distract them: a -1 penalty. Can only be
  performed once per party.
  Signal Enhancement Task
  If a message is too weak, garbled, or static-filled, make an
  Electronics Operation (Comms) roll to interpret it. This may
  require a Quick Contest with another comm operator’s
  Electronics Operation (EW) if he’s jamming you. Each space-
  craft may add their comm/sensor array level. You can also use
  this for Signal Detection (p. 45).
  Signal Jamming Task
  If the spacecraft has a tactical or multipurpose array, you
  may use it to jam broadcast radio signals (and FTL radio, if
  you have that technology) within up to 1% of communication
  range. Your jamming is automatically successful, but another
  comm operator who is performing signal enhancement task
  can get through if they win a Quick Contest (as described
  above). This can only be performed once per array per turn.
  Damage Control Tasks
  You’re trying to fix something or rescue someone, by your-
  self or leading a team. Damage control doesn’t take place in a
  fixed location: you can move from system to system, but can
  only perform damage control if in the system that is disabled
  or (in the case of rescue activities) destroyed. There are four
  damage control tasks:
  Emergency Repairs: Perform emergency repairs to a specif-
  ic disabled system the team is occupying. A destroyed system
  can’t be repaired.
  Halt Catastrophe: Attempt to shut down a disabled or
  destroyed volatile system (such as an antimatter reactor)
  before it explodes.
  Rescue: Attempt to rescue occupants trapped in a destroyed
  compartment. See Rescue, p. 64.
  Structural Repairs: Perform lasting repairs to fix general
  dHP loss. This is usually only attempted during 10 minute
  turns. Destroyed system can’t be repaired.
  These procedures are covered in detail under Damage
  Control (p. 64).
  SPACE MOVEMENT
  If the pilot performed a Move maneuver as his piloting task,
  he must further specify which single pilot maneuver detailed
  below will be used. Each option represents in abstract fashion
  how his spacecraft is moving relative to the other combatants.
  The maneuvers are Closing, Controlled Drift, Evasive Action,
  Hold Course, and Retreat.
  If no one was piloting the vessel (or it’s unable to change
  course) the spacecraft’s movement defaults to Uncontrolled
  Drift. See Pre-Battle Turns for other restrictions.
  Fast Pass Status
  If a spacecraft begins its turn with Fast Pass status, it will
  race out of combat range and leave the battle at the start of its
  second turn. This means it gets the pre-battle and first turn,
  and opponents get their own turn to maneuver and attack it.
  After the spacecraft leaves the battle area, the GM may use
  the rules in Chapter 3 to determine how long it takes to decel-
  erate and return to the battle, based on its velocity. In many
  instances it may take hours or even days to reverse course,
  depending on how quickly the vessel was going and the com-
  bat’s turn length. It’s usually easiest to assume the vessel is out
  of the fight! If there are no other foes, the battle ends (for the
  moment).
  Acceleration Bonus
  All maneuvers except Drifts provide the option to accelerate
  to gain an acceleration bonus. This is enough acceleration for a
  long enough period to achieve a significant position change
  during the turn. It depends on turn length and encounter scale.
  Acceleration: To achieve an acceleration bonus, the space-
  craft must be able to accelerate. This requires at least one func-
  tional maneuver drive (engine or sail) or a warp drive. Drives
  are rated for maximum acceleration; high-energy system [!]
  drives may only be used if they were allocated power.
  Burning Fuel: Reaction drives have a limited delta-V
  reserve. To sustain acceleration through the space combat
  turn, a reaction drive spaceship must also spend some of its
  delta-V reserve, using up the reaction mass in its fuel tanks.
  The table below shows the acceleration required to get a +2
  acceleration bonus, and in parenthesis, the delta-V cost per +2
  bonus that reaction engines pay from their fuel tank’s delta-V
  reserve. A spacecraft using a reaction drive must meet both
  requirements.
  BASIC SPACE COMBAT
  54
  Keeping it Simple:
  NPC Crew Actions
  The full Character Action rules are intended for sit-
  uations where PCs and important NPC characters are
  involved. Otherwise, streamline procedures.
  Give an NPC-run spacecraft crew an average skill
  level – typically 10 for rookie, 11 for average, 12 for
  experienced, 13 for veteran, or 14 for elite crews.
  Simplify crew tasks as follows:
  Command: Don’t worry about this! Assume the
  enemy commander is busy giving orders.
  Engineering: Allocate power if necessary; ignore the
  other options.
  Piloting: Use the full rules.
  Gunnery: Use the full rules.
  Damage Control: Use the normal rules, assuming a
  spacecraft has access to one damage control party for
  every engine room system it has.
  Other Tasks: Ignore them unless the GM thinks
  they’re important to the situation, e.g., Sensor
  Detection if opposing vessels haven’t yet been spotted.
  
  Acceleration Bonus Table
  Close-Scale Encounter
  Requirements
  20-second turn
  10G (and 1 mps) per +2
  1-minute turn
  1G (and 0.3 mps) per +2
  3-minute turn
  0.1G (and 0.1 mps) per +2
  10-minute turn
  0.01G (and 0.03 mps) per +2
  Standard-Scale Encounter
  Requirements
  20-second turn
  100G (and 10 mps) per +2
  1-minute turn
  10G (and 3 mps) per +2
  3-minute turn
  1G (and 1 mps) per +2
  10-minute turn
  0.1G (and 0.3 mps) per +2
  Distant-Scale Encounter
  Requirements
  20-second turn
  1,000G (and 100 mps) per +2
  1-minute turn
  100G (and 30 mps) per +2
  3-minute turn
  10G (and 10 mps) per +2
  10-minute turn
  1G (and 3 mps) per +2
  (Each +1 bonus is half the required acceleration and delta-V).
  Example One: During a standard-scale encounter
  fought in 3-minute turns, the privateer Revenge, equipped
  with fusion torch drives, is using a Closing move to chase
  the retreating merchant Innsmouth. The Revenge knows
  Innsmouth accelerated at 1G last turn for +2 acceleration
  bonus. The Revenge wants to be faster. It has three high-
  thrust fusion torch engines with 3G total acceleration,
  and only 12 mps of delta-V left in its tanks; as this is a
  reaction drive, it must pay the delta-V cost and minimum
  acceleration. It goes for a +6 bonus, which requires 3G
  and 3 mps. This leaves only 9 mps in its tanks!
  Example Two: During a distant-scale encounter fought
  in 10-minute turns, the mining ship 49er would like to
  Retreat. However, she has only 0.01G acceleration from
  her mass driver engine, and that’s below the 0.5G for sig-
  nificant maneuver in this scale. 49er won’t be able to per-
  form any maneuvers that require an acceleration bonus.
  PILOT MANEUVERS
  A pilot who takes a Move maneuver must specify which of
  these pilot maneuvers he is performing: Closing, Controlled
  Drift, Evasive Action, Hold Course, or Retreat. Some maneu-
  vers have specific prerequisites. If a spacecraft isn’t piloted, it
  defaults to Uncontrolled Drift. A spacecraft pilot can only per-
  form one maneuver in a turn.
  On the first turn of a battle, you may not choose a Closing
  maneuver unless you have fast pass status.
  Maneuver Modifiers
  Some maneuvers involve Quick Contests of skill. In addi-
  tion to the specific modifiers listed, the following modifiers
  may apply to each pilot in the contest:
  Acceleration bonus (p. 54) if their spacecraft accelerated.
  Handling of the spacecraft.
  Multitasking penalties (p. 50).
  -6 if engaged in a Quick Contest of Skill with a target that
  you have not detected.
  Any relevant modifiers to skill due to appropriate tasks per-
  formed to assist the pilot (tactical navigation, etc.).
  The modifiers of the maneuvering spacecraft are based on
  this turn’s situation, while those of the target spacecraft are
  based on its situation in its own last turn. The GM will need to
  keep track of the maneuver (and acceleration) a spacecraft
  used on its last turn.
  Facing
  Facing is which of your hull sections – front, central, or rear
  – face your opponents. A pilot chooses facing within the limits
  specified for the maneuver he picked. It remains until his next
  turn. The major effects are:
  • Facing determines which weapons on the spacecraft can
  fire – see Bearing (p. 57).
  • Only the hull section that faces your opponents can be tar-
  geted by enemy fire aimed at the spacecraft’s hull, though cer-
  tain other exposed systems can also be attacked.
  Closing Maneuver
  You are attempting to maneuver your vessel close to a par-
  ticular target. Select a vessel (or other object, such as an aster-
  oid or spaceport) as the target of your maneuver.
  You must accelerate fast enough to receive an acceleration
  bonus (p. 54) or be making a fast pass (p. 54). If your target’s
  last maneuver was Controlled Drift or Uncontrolled Drift, roll
  against your Piloting skill (adding Maneuver Modifiers (p. 55))
  to succeed. Otherwise, success requires winning a Quick
  Contest of Piloting Skill with the target’s Pilot; you both add
  Maneuver Modifiers. If the target’s last maneuver was Evasive
  Action, he receives double his acceleration bonus.
  If you succeed and were not already engaged with that tar-
  get, your vessel can either achieve an “attack vector” (p. 57)
  against that target – a quick, close approach – or choose to be
  “advantaged” (p. 57) against the target, outmaneuvering it. If
  you succeeded by 10+, you may combine advantaged and an
  attack vector, or instead of doing so, choose either to be
  “engaged” (closing and matching velocity) or make a “collision
  course” (p. 57) – a very close approach – to the target.
  If you were already engaged against that target at the start
  of your turn, success lets you choose to be advantaged against
  it or perform a collision course; success by 10+ lets you com-
  bine both, or opt instead to “rendezvous” (p. 57) with the tar-
  get (for docking).
  Facing: If you accelerated, your front hull faces all oppo-
  nents. Otherwise, decide whether your front, central, or rear
  hull faces all opponents. Exception: If you lost the Quick
  Contest against a foe who was advantaged against you on his
  last turn, then his vessel is still advantaged against you and he
  may choose your facing toward him.
  Closing Strategies
  You may modify a closing maneuver by choosing one of
  these options:
  Dedicated: You are at +3 on your Piloting skill when per-
  forming a Closing maneuver, but your spacecraft cannot
  Dodge until your next turn.
  Ambush: You may use this option against a target that per-
  formed Hold Course or a Closing maneuver on its last turn, but
  only if your vessel was not yet Detected, or if the GM rules that
  sufficient cover exists (e.g., in crowded orbital space, a cine-
  matic asteroid belt, the upper atmosphere of a gas giant, etc.)
  to make this possible. You need not accelerate – instead, you
  ambush the opponent as it passes you by. You both may opt to
  substitute Tactics for Piloting, and the effects of both your own
  and your target’s acceleration bonus are halved (rounding
  down); otherwise, use the normal Closing rules.
  BASIC SPACE COMBAT
  55
  
  Controlled Drift
  You don’t accelerate, but can use your spacecraft’s attitude
  controls (gyros or reaction thrusters) to change your vessel’s
  facing. If you were engaged or rendezvoused with any space-
  craft or other objects at the start of your turn, you remain so.
  Facing: You can decide whether your front, central, or rear
  hull faces all opponents; if you don’t specify, assume it’s your
  central hull. Optionally, you may be tumbling: if so, all hull sec-
  tions face all opponents. Beam or gun attacks you make while
  tumbling are at -4. Any opponent may choose which section to
  target (taking the -4 penalty) or roll randomly (1-2 front, 3-4
  central, 5-6 rear) when he scores a hit.
  Evasive Action
  You are maneuvering to make it more difficult for oppo-
  nents to close with or attack your vessel, or to set up a future
  Retreat maneuver. You must accelerate fast enough to get an
  acceleration bonus (p. 54).
  You automatically break away from any vessels or other
  objects engaged or rendezvoused with you. You (and they) lose
  this position.
  You don’t make any skill rolls now, but until your next turn
  will add twice your acceleration bonus to any Quick Contest
  made to avoid an opponent closing on you (see Closing). You’ll
  also get +1 to Dodge.
  Facing: Your central or rear hull face all opponents not
  advantaged against you – decide which.
  Hold Course
  You are maneuvering on a steady
  course without getting near any 
  particular vessel. You must accelerate,
  but may not exceed a +3 acceleration
  bonus.
  If you began your turn engaged with
  any vessels or other objects, you’re still
  engaged to them, but rendezvous status
  is lost (unless a vessel is clamped to you
  – see External Clamp (p. 15)).
  Any opponent Closing with you
  before your next turn will need to win a
  Quick Contest of Piloting skill with you
  (and you’ll add your acceleration
  bonus) – see Closing (p. 55).
  Facing: Your front or central hull
  must face all opponents not advantaged
  against you (your choice).
  Retreat
  You’re trying to escape! Your last
  turn’s maneuver must have been
  Evasive Action or Retreat. If your last
  maneuver was Evasive Action, your
  spacecraft must also accelerate fast
  enough to receive an acceleration bonus
  (p. 54).
  Any opponent Closing with you
  before your next turn will need to win a
  Quick Contest of success to close the
  range; you’ll add your acceleration bonus
  (see Closing, p. 55).
  You automatically break away from any vessels or other
  objects engaged or rendezvoused with you. You (and they) lose
  this position.
  You can still be attacked by enemy vessels, until the start of
  your next turn. At that point your vessel escapes the encounter
  area! Vessels that were Closing may follow you (see Closing,
  p. 55) All others will be left behind. Should multiple spacecraft
  choose to retreat and escape, they may choose to escape in the
  same direction. If so, they and any successful pursuers form
  the same new engagement (GM’s option).
  Facing: Your vessel’s rear hull faces all opponents not
  advantaged against you if you accelerated; if you did not,
  choose whether your front hull, central hull, or rear hull does.
  Uncontrolled Drift (“Drift”)
  This is the absence of deliberate maneuver. An uncontrolled
  drift occurs if a spacecraft begins its piloting turn with no one
  piloting it. You can’t dodge.
  The GM should also assign Uncontrolled Drift to any loca-
  tions or objects such as asteroid bases, lost spacers, drifting life
  pods, etc., that are important to the situation. They may take a
  turn in the sequence (during which people on them can act).
  Uncontrolled Drift is treated exactly as a Controlled Drift
  maneuver except for facing.
  Facing: Whatever facing you had on your last turn contin-
  ues to face all opponents not advantaged against your vessel.
  BASIC SPACE COMBAT
  56
  
  RANGE
  Range measures how far apart two spacecraft (or forma-
  tions) are. In the basic combat system, range is simplified: it is
  relative to the situation between the attacking or scanning ves-
  sel and the target, as determined by the results of the last
  maneuver of the vessel whose turn it is. Refer to the Range
  Table below.
  Rendezvous: Use this whenever spacecraft are docked with
  or grappled to one another, or achieve a Rendezvous result.
  Collision Course: If your spacecraft achieved a collision
  course result against the target use this column to find the
  range toward the target and any vessel it was in formation or
  rendezvoused with.
  Attack vector: If your spacecraft achieved an attack vector
  against a target this turn, use this column to calculate your
  range toward it. The range also applies to any vessel it was in
  formation, rendezvoused, or engaged with. This status remains
  until the piloting step of each target’s turn.
  Engaged: If your spacecraft engaged a target this turn, use
  this column to calculate your range toward it and any vessel it
  was in formation, rendezvoused, or engaged with. Each vessel
  remains engaged unless their own next maneuver indicates
  engagement is broken.
  Neutral: This is the default column. Use this column to cal-
  culate range if your vessel failed to succeed with a Closing
  maneuver this turn, or if its own last maneuver was Evasive
  Action, Controlled Drift, Hold Course, Retreat, or Uncontrolled
  Drift.
  In Formation or Incoming: All vessels in formation with one
  another are at point-blank range to each other, as are incom-
  ing ballistic attacks.
  Attack run and collision course positions last until the pilot-
  ing task phase of the subject’s turn. This status remains until
  the piloting turn of each target.
  Engagement or rendezvous positions may continue from
  turn to turn unless broken by the target’s own maneuver.
  Example: The battleship Ares performs a Closing maneuver
  and succeeds in achieving a engaged result against the assault
  ship Logic of Empire. The battle is being fought in the standard
  combat scale, so in Ares’ turn the range to Logic of Empire is
  Short. The Logic of Empire was in formation with the destroy-
  er Terrible Beauty so the range toward Terrible Beauty is also
  Short. A third enemy cruiser, the Talon, is also in the battle;
  since it wasn’t in formation with either, it’s neutral and so is at
  Long range to Ares.
  On its turn, the Logic of Empire performs an Evasive Action
  maneuver. This breaks engaged status; it’s now neutral to Ares,
  and is at Long range toward it. However, Terrible Beauty on its
  turn chooses a Controlled Drift – which means that without
  any need for a skill roll, it automatically remains engaged to
  Ares and is at Short range to it.
  ADVANTAGED STATUS
  If you achieved this result against an opponent, it means
  you outmaneuvered it. Your advantaged vessel may opt to
  approach its target from a different facing adjacent to the one
  that normally faces him: he may choose front or rear instead
  of the central hull, or choose the central hull instead of front
  or rear. If the target’s last maneuver was Uncontrolled Drift,
  advantage allows him to approach any face (e.g., he may
  approach from the rear even if the target’s front was facing all
  opponents, or vice versa.) Advantaged status confers no bene-
  fit against a tumbling target.
  The advantaged status you gained only lasts until your
  opponent’s next turn – it goes away as soon as he chooses a
  maneuver. (Exception: if he chose Uncontrolled Drift, or failed
  badly on a Closing maneuver it persists until the start of your
  own next turn.)
  Range Table
  Situation
  Close scale
  Standard scale
  Distant scale
  Rendezvous
  Zero
  Zero
  Zero
  In Formation or Incoming
  Point-blank
  Point-blank
  Point-Blank
  Collision Course
  Point-blank
  Close
  Short
  Attack vector or Engaged
  Close
  Short
  Long
  Neutral
  Short
  Long
  Extreme
  Weapons may fire using an Aim and Attack task. They may
  also fire as point defense at an incoming missile, shell, or ram-
  ming vessel if the gunner chose a Wait (Point Defense) task.
  Bearing
  The facing of the firing vessel toward the target determines
  what weapons can fire.
  Spinal battery weapons can only fire at a target their space-
  craft’s front hull is facing (unless the weapon faces the rear;
  then the rear hull must face the target).
  Fixed mount weapons can only fire at a target if the weapon
  is in installed in a hull section facing the enemy.
  Turret weapons in the front hull can fire at targets that the
  attacking vessel’s front or central hull is facing.
  Turret weapons in the rear hull can fire at targets that the
  attacking vessel’s rear or central hull is facing.
  Turret weapons in the central hull can fire at any target.
  Rate of Fire
  Each weapon’s RoF includes time aiming or programming
  weapons and time for beams to cool and guns or missiles to
  reload between shots. The table shows RoF per weapon. All
  identical fixed mount weapons in the same battery may be fired
  simultaneously – multiply RoF by number of fixed mounts:
  WEAPONS FIRE
  BASIC SPACE COMBAT
  57
  
  Example: A medium battery with three fixed mounts each
  with rapid fire improved lasers firing in a 3-minute turn has
  RoF 100¥2¥3 = RoF 600.
  If a weapon has RoF 2+, the gunner must specify how many
  shots will be fired, up to the maximum of the weapon’s RoF.
  Guns and launchers are limited by the total number of shots
  remaining (especially at 3-minute and 10-minute scales!).
  Targets
  A gunner must indicate the target before
  attacking. The target must be within range and
  within the weapon’s bearing. It can be:
  • A spacecraft or other object in space.
  • An object on a world (or within atmosphere)
  – see Ground Fire (p. 65).
  • In point defense, a salvo of one or more
  incoming missiles or shells, or a spacecraft
  attempting to ram, that is targeting either the
  attacker’s own vessel or another vessel that he is
  in formation or rendezvoused with.
  Hull Section
  An attack on a spacecraft is ordinarily
  assumed to be targeted against the target’s hull
  section that faces the attacker.
  If the target’s front or rear hull is facing the
  attacker, this must be targeted.
  If the target’s central hull is facing the attack-
  er, the attacker may target the central (the default
  target), front, or rear hull.
  An attacker may specify a more precise loca-
  tion in the hull using the Precision Attacks (p. 66)
  rules. Certain large exposed systems or features,
  such as lightsails, can also be targeted instead of
  the hull: see Targeting Exposed Systems (p. 66) or
  Spreading Fire (below).
  Spreading Fire
  A gunner may choose to divide his shots
  among different targets, either attacking multiple
  targets, or firing at different parts of a single ves-
  sel. All targets must be specified before rolling to
  hit. It imposes an extra -2 penalty per different
  target engaged (applied to all attack rolls) when
  firing beams or guns, or a -1 penalty per target if
  firing missiles. One attack roll is made for each
  target.
  Note that a salvo of multiple incoming mis-
  siles or gun shells launched as a single attack do
  not count as a different targets – all shots in the
  attack are a single target.
  BEAM FIRE
  Beams can attack targets out to their specified maximum
  ranges e.g., Point-blank (P), Short (S), Long (L), or Extreme
  (X). Two ranges separated by a slash are a half damage range,
  e.g., S/L means full damage to Short range, but half damage at
  Long range.
  Only detected targets can be attacked. Beam weapon ranges
  are shown on the Beam Damage and Range Table (p. 67).
  Beam Attack Rolls
  Roll 3d against effective skill to hit. Use
  Gunner (Beams) for most beam weapons
  or Artillery (Beams) for ghost particle
  beams, or for any beam fire being directed
  from space against unseen surface targets
  by a forward observer. Figure the effective
  skill by taking that base skill and applying
  the modifiers shown below. Note that these
  modifiers combine aiming, targeting sys-
  tems, and range penalties to get manage-
  able numbers; see Space Weapons in
  Ordinary Combat (p. 66) for specifics.
  Target Size: Add the target’s SM.
  sAcc: Add the Space Accuracy of the
  weapon. This is 0 for most weapons, -3 for
  particle or ghost particle beam, -6 for plas-
  ma beams. Add +1 for 1GJ or larger
  weapons.
  Space Range: +20 at zero, 0 at Point-
  blank, -4 at Close, -8 at Short, -12 at Long,
  -16 at Extreme.
  Visibility: -10 if the target is using a
  Cloaking Device (-4 if your sensors have
  detected him but he’s still cloaked).
  Spinal or Fixed Mount: +2 if firing any
  spinal or fixed mount.
  Damage: -2 if the attacker has 0 HP or
  less (from damage to its distributed sensor
  and computer network).
  Target: -1 if attacking streamlined tar-
  get’s front or rear hull. -5 if aiming for a spe-
  cific spacecraft hit location (see Precision
  Attacks, p. 66); -10 if aiming for a weak
  point in armor. -2 per defensive ECM sys-
  tem (-1 if attacker has a functional tactical
  or multipurpose array).
  Surface Targets: If attacking surface
  targets during space combat, apply any rel-
  evant Target or Visibility modifiers from
  p. B548, e.g., for cover.
  BASIC SPACE COMBAT
  58
  RoF Table
  Class of Weapon
  20-second
  1-minute
  3-minute
  10-minute
  Launchers
  1*
  3*
  10*
  30*
  Beam or Gun†
  1*
  3*
  10*
  30*
  Rapid Fire Beam or Gun†
  10
  30
  100
  300
  Very Rapid Fire Beam or Gun†
  100*
  300*
  1,000*
  3,000*
  * Beam or gun RoF is doubled for “improved” beam or gun weapons.
  † If a fixed mount, multiply RoF by the number of fixed mounts in the battery.
  
  Multitasking: Apply any multitasking penalties (p. 50). This
  includes a -2 per target penalty for dividing rapid fire among
  multiple targets.
  Point-Defense: If firing in point-defense against any ballis-
  tic attack with a relative velocity of 300 mps or more, apply the
  following modifier: -3 if 300 mps, -6 if 1,000 mps, -9 if 3,000
  mps, -12 if 10,000 mps, -15 if 30,000 mps, -18 if 100,000 mps+.
  Rapid Fire: If firing multiple shots at the same target apply
  a “shots fired” modifier from the table below.
  Rapid Fire Table
  Shots
  Bonus
  Shots
  Bonus
  2-4
  0
  50-99
  +6
  5-8
  +1
  100-199
  +7
  9-12
  +2
  200-399
  +8
  13-16
  +3
  400-799
  +9
  17-24
  +4
  800-1,599
  +10
  25-49
  +5
  etc.
  etc.
  (This expands the rapid fire modifier on p. B548.)
  Successful Attacks
  A roll of the effective skill number or less means the target
  was hit. If firing multiple shots at a particular target, score one
  extra hit per full multiple of Recoil by which you made your
  attack roll, to a maximum of the number of shots that were
  actually fired. Recoil is 2 for plasma beams, 1 otherwise.
  GMs may optionally add +1 to Recoil in 3-minute or 10-
  minute turns (as in GURPS Interstellar Wars) to represent the
  fact that weapons are taking pauses to aim and assess the sit-
  uation; this will reduce hits, which can improve playability!
  As usual, critical success means the target cannot dodge
  and critical failure means no hits occur. Assume the firing 
  system malfunctions on a critical failure (treat as a disabled
  system but with no crew casualties).
  Beam attacks may be avoided – see Dodge (p. 60).
  BALLISTIC ATTACKS
  Guns, missile launchers, and ramming spacecraft all use
  these rules. Since the attacker is steering or homing on the tar-
  get, range modifiers are irrelevant – what matters is the rela-
  tive velocity. If firing a missile launcher or gun, be sure to spec-
  ify the type of warhead used if different types are carried.
  Proximity Detonations
  The gunner making a missile or gun attack may opt to fuse
  the missiles or shells used for proximity detonation. This will
  significantly increase the chance of a hit, but reduces damage
  (if a nuclear or antimatter warhead) or armor divisor (if a 
  conventional warhead). All shells or missiles in the attack must
  have the same fusing.
  Relative Velocity
  In the basic combat system, this is simplified to an “aver-
  age” value that is based on the scale chosen and the weapon
  used. Compare the time and distance scales to find the typical
  base velocity. If the vessel has a rendezvous or engaged 
  position toward the target, use that value instead. If the attack
  is a gun shell or missile, and this is less than the minimum
  velocity of the weapon used, raise it to that value.
  Example: It’s a 3-minute turn in close combat scale, so the
  typical velocity is normally 1 mps. However, the attacker is
  using a missile, so the velocity is raised to 10 mps.
  Base Relative Velocity Table (mps)
  Scale
  Close
  Standard
  Distant
  20-second turn
  10
  100
  1,000
  1-minute turn
  3
  30
  300
  3-minute turn
  1
  10
  100
  10-minute turn
  1/3
  3
  30
  If rendezvous
  0
  0
  0
  If engaged
  1/3
  1
  3
  Weapon
  Minimum Velocity*
  Conventional gun
  1
  Electromagnetic gun
  3
  Grav gun
  10
  Missile, TL7-8
  3 or 5†
  Missile, TL9-12
  5 or 10†
  Missile, super
  50 or 100†
  Warp missile
  180,000**
  If a spacecraft is making a fast pass, use the actual velocity.
  * If firing a gun or missile listed above and the minimum
  velocity shown is greater than the typical velocity, raise it up to
  the minimum.
  † Use the first, lower, value if the target is at Point-blank or
  Short range, or if the attacking spacecraft’s last turn’s maneu-
  ver was to Retreat.
  ** Pseudo-velocity: used when making the attack (and if
  anyone tries to shoot the missile). Treat the actual velocity for
  damage as 10 mps or the base relative velocity, whichever is
  greater.
  Point Defense Fire and Relative Velocity: When firing missile
  launchers or guns in point defense against an incoming ballis-
  tic attack, the relative velocity is simply the relative velocity of
  the ballistic attack.
  BASIC SPACE COMBAT
  59
  Point Defense
  Attacks
  A defender who took a Wait (Point Defense) maneu-
  ver may interrupt to fire against any incoming mis-
  siles, gun shells or any spacecraft that is about to ram.
  Point Defense attacks are announced and resolved
  immediately after a successful ballistic attack roll is
  made but before the target performs its Dodge roll.
  After an attack roll is made, any gunners on the tar-
  get vessel who chose perform Wait (Point Defense)
  maneuvers may opt to fire as detailed in the Wait
  (Point Defense) task (p. 53). Targets of point defense
  fire may not themselves Dodge (or use Point Defense).
  
  Ballistic Attack Roll
  Base skill with a ramming attack is your Piloting skill. The
  base skill otherwise is Artillery (Guided Missile) for missiles or
  Artillery (Cannon) for guns. Exception: for fire at point-blank
  range with guns, use Gunner (Cannon) instead.
  Figure effective skill by taking the base skill and applying
  the modifiers shown below. Note that these modifiers combine
  aiming, targeting systems, and range penalties.
  Target Size: Add the target’s SM. If ramming, use the
  greater of your own or the target’s SM – it’s easier to squash
  small vessels if you’re gigantic!
  Handling or sAcc: Add the attacking gun or missile’s sAcc
  (see Guns and Launcher Table, p. 68) or, if ramming, the attack-
  ing spacecraft’s Handling.
  Visibility: -10 if target using Cloaking Device (-4 if your sen-
  sors have detected him but he’s still cloaked).
  Target: -1 if attacking streamlined target’s front or rear hull.
  -5 if aiming for a specific spacecraft hit location (see Precision
  Attacks, p. 66), or -10 if aiming for a weak point in armor. -2 per
  defensive ECM system (-1 if attacker has a functional tactical or
  multipurpose array)
  Proximity Detonation: If using a warhead fused for prox-
  imity detonation, add +4 to hit.
  Surface Targets: If attacking surface targets apply any rele-
  vant Target or Visibility modifiers from p. B548, e.g., for cover.
  Relative Velocity: Based on the relative velocity of the col-
  lision: +6 if 0, +3 if 0.3 mps, 0 if 1 mps, -3 if 3 mps, -6 if 10 mps,
  -9 if 30 mps, -12 if 100 mps, -15 if 300 mps, -18 if 1,000 mps, -
  21 if 3,000 mps, -24 if 10,000 mps, -27 if 30,000 mps, -30 if
  100,000 mps+.
  Rapid Fire or Multiple Incoming: If firing multiple gun
  shots or missiles apply a “shots fired” modifier from the table
  below.
  Shots Fired or Incoming Table
  Shots
  Bonus
  Shots
  Bonus
  Shots
  Bonus
  2-4
  0
  17-24
  +4
  200-399
  +8
  5-8
  +1
  25-49
  +5
  400-799
  +9
  9-12
  +2
  50-99
  +6
  800-1,599
  +10
  13-16
  +3
  100-199
  +7
  etc.
  etc.
  Successful Attacks
  A roll of the effective skill number or less means the target
  was hit. If firing multiple shots at a particular target, or if a
  proximity fused conventional warhead explodes, score one
  extra hit per full multiple of Recoil by which you make your
  attack roll, to a maximum of the number of shots that were
  actually fired (or 10¥ that if using a proximity-fused conven-
  tional warhead).
  Recoil is 1 for missiles; for guns, see the Guns and
  Launchers Table (p. 68). Add +1 to effective Rcl. if any nuclear
  or antimatter warheads were used in the attack due to fratri-
  cide – the warheads destroying one another if shots are spaced
  too closely together.
  GMs may optionally add +1 to Recoil in 3 minute or 10
  minute turns.
  Critical success means the target cannot dodge and critical
  failure means no hits occur.
  DODGE
  A spacecraft may attempt to dodge a beam or ballistic
  attack, provided its most recent movement was one other than
  Controlled or Uncontrolled Drift. (A pilot also may not dodge
  if his spacecraft’s last maneuver was Closing with the
  Deliberate option.)
  Roll to dodge once per attack. If multiple hits were scored
  by the attack, the margin of success on the dodge roll deter-
  mines the number of additional hits that were dodged.
  Dodge = (Piloting skill/2) + Handling + dodge 
  modifiers.
  Piloting skill/2 is half the skill (round up) of the pilot. If
  no one is piloting the spacecraft or the spacecraft did 
  not achieve at least a +0 acceleration bonus, it can’t 
  dodge. Combat Reflexes or Enhanced Time Sense add +1 to
  Dodge.
  Dodge modifiers are:
  Defensive Tactics, Offensive Tactics, Tactical Navigation:
  These command or navigation tasks may modify your dodge
  or that of your opponent’s.
  Turn Length: +1 during 1-minute turns, +2 in 3-minute
  turns, +3 in 10-minute turns.
  Defensive ECM: +1 defense bonus per system installed, to a
  maximum of +3; the ECM must be of a TL equal or higher than
  the attacker’s.
  Evasive Action Maneuver: +1 to Dodge.
  A ballistic attack (ramming spacecraft, incoming shell or
  missile) can’t dodge point defense fire.
  All damage inflicted using these rules is decade-scale (i.e.,
  in multiples of 10 points of damage). Roll the basic damage for
  every hit scored against a target.
  Exception: If firing in point defense against incoming mis-
  siles or shells, don’t bother rolling damage – each weapon hit
  (including tractor beams) kills one missile or shell.
  If the target has a functional and operating stasis web, it is
  immune to damage as long as the field is up – don’t bother
  rolling damage vs. a target with an operating stasis web.
  BEAM DAMAGE
  The Weapon Beam Damage and Range Table (p. 67) gives the
  basic damage of beam weapons other than tractor beams, based
  on their output. If beam weapons fire at a target that is at or
  beyond their half-damage range, halve basic damage (rounding
  down). The Beam Weapon Table (p. 67) indicates the type of
  damage inflicted by different weapon types. Tractor beams have
  a special effect – see Tractor Beams in Combat (p. 66).
  BALLISTIC ATTACK DAMAGE
  Use these rules for missiles, gun shells, and collisions.
  Nuclear and Antimatter Warheads
  Damage depends on the warhead’s yield, as shown on the
  Nuclear and Antimatter Warhead Damage Table (p. 68).
  BASIC SPACE COMBAT
  60
  DAMAGE
  
  Collisions and Conventional Warheads
  Guns and missiles with conventional warheads and for
  spacecraft that ram or accidentally collide with objects inflict
  decade-scale damage based on the relative velocity of the 
  collision.
  In a collision, both parties involved take the same dice of
  damage. If a gun shot or missile hits something, the shell or
  missile is destroyed, but it inflicts damage on the target.
  Gun or Missile: A hit from a gun or missile with a conven-
  tional warhead inflicts d-damage using the formula below.
  Ramming or Colliding Spacecraft: A collision inflicts crush-
  ing d-damage using the Collision formula shown below.
  Gun or Missile = weapon d-Damage ¥ V.
  Collision = 6d ¥ 3 ¥ lesser dST ¥ V.
  Round to the nearest die.
  Lesser dST is that of the object with the least dST (or basic
  dHP), or either, if identical. For example, if a 30-ton fighter
  with dST 20 collides with a 10,000-ton freighter with dST 150
  they each inflict damage to the other based on dST 20; if a
  spaceship crashes into a world or other immovable object, use
  the ship’s dST.
  Weapon d-Damage is found on the Conventional Warhead
  Damage Table (p. 68).
  V depends on relative velocity in miles per second (mps) as
  calculated under Ballistic Attacks (p. 59). Adjust this to a “real”
  velocity if using pseudo-velocity (p. 33) rules.
  HULL DAMAGE
  AND HIT LOCATION
  Attacks may strike various locations on a vessel:
  Hull Section
  An attack normally strikes a particular hull section (front,
  central, or rear hull). If so, determine the specific location
  struck. Systems in each hull section are numbered [1] to [6].
  Roll 1d to determine which system in the attacked hull section
  was hit. Destroyed locations can be hit (the damage will pass
  through and affect another system as detailed below).
  Exception: If every system in a hull section was destroyed,
  the attack instead hits the same numbered system in the adja-
  cent hull section: front or rear hull are adjacent to central; oth-
  erwise roll 1d: 1-3 front, 4-6 rear. The attack ignores all armor
  dDR!
  If making a precision attack (p. 66), the attacker can speci-
  fy which of the six hull locations is hit.
  Exposed Systems
  If attacking an exposed system, see the rules for Targeting
  Exposed Systems (p. 66).
  Damage Resistance
  Spacecraft damage resistance is decade-scale, abbreviated
  dDR. Many spacecraft weapons have armor divisors, e.g., (2)
  as indicated for beams in the Weapon Effect Table and in the
  rules for ballistic attacks. Divide dDR by the armor divisor,
  rounding down. Hardened armor or screens may negate
  armor divisors (see p. B47). Spacecraft may have several types
  of defense that provide DR, which protect in the following
  order.
  1. Force Screens
  If the target is protected by a functional force screen, sub-
  tract the screen’s dDR. Force screens normally protect the
  entire vessel, but are semi-ablative: every 10 points of basic d-
  damage rolled reduces the screen’s dDR by 1. Design switches
  may change this!
  2. Armor
  If a location on a hull section was hit, subtract the cumula-
  tive dDR of its armor systems from the damage. (This com-
  bined dDR will be noted in the spacecraft’s DR statistic.)
  Exception: If the initial system hit location roll happens to be
  a destroyed armor system, ignore that system’s dDR. Disabled
  armor systems protect normally.
  Armor does not protect exposed systems.
  3. Penetrating Damage
  If any basic damage remains after subtracting screen and
  armor dDR, this is the penetrating d-damage. If no basic dam-
  age remains, the hit failed to penetrate.
  If a location on a hull section was hit, see Damage to Hull
  Sections (above).
  For exposed systems, see Targeting Exposed Systems (p. 66).
  Damage to Hull Sections
  Penetrating damage reduces the spacecraft’s dHP. If the
  damage was great enough, it may also disable one or more
  spacecraft systems.
  If the penetrating damage was at least 10% but less than
  50% of dHP, the system hit is disabled. A system that was
  already damaged is destroyed. If it was already destroyed, the
  next undestroyed numbered system in that hull section is dam-
  aged, counting upward. E.g., if system [4] is rolled but both it
  and system [5] had already been destroyed, system [6] is dis-
  abled (or destroyed, if already disabled) instead. After system
  [6] go on to any undestroyed [core] system if one exists in that
  section; if not, start again with system [1].
  If the penetrating damage was at least 50% of dHP, the sys-
  tem hit is destroyed, whether or not it was originally damaged.
  If it was already destroyed, the next-numbered undestroyed
  system will be destroyed, as described above. In addition, one
  other random system in that location suffers a damage result:
  roll hit location, skipping upward for systems already
  destroyed as described above.
  If the penetrating damage was enough to reduce the reduce
  the vehicle’s dHP to -1 ¥ dHP or worse, check to see if the ves-
  sel was destroyed; if it was, don’t bother applying individual
  system damage. If it wasn’t destroyed, apply the results
  detailed above.
  Negative HP and Destruction
  Vessels that are reduced to 0 or lower dHP are badly dam-
  aged, but may still function. Due to the detailed damage loca-
  tion system, do not make HT rolls to see if the vessel is still
  working – that’s simply determined by the specific systems that
  remain intact.
  However, when a spacecraft reaches -1 ¥ basic dHP, it has
  suffered such damage to its structural integrity that it must
  make a HT roll to avoid destruction. On a failure, it is
  destroyed. If it survives, further HT rolls are required each
  time the spacecraft is reduced to another multiple of -1 ¥ basic
  dHP. At -5 ¥ basic dHP the vessel is automatically destroyed.
  BASIC SPACE COMBAT
  61
  
  A destroyed vessel is just wreckage, but some types of sys-
  tems might still be functional. Armor, cargo, habitats,
  hangars, missile batteries, open space, passenger seating, and
  upper stages are still functional if they haven’t yet suffered
  damage. All other systems stop functioning as data, power,
  and fuel lines are cut. If further damage reduces a destroyed
  vessel to -10 ¥ basic dHP, it is vaporized.
  Effects of 0 dHP
  A vessel at 0 dHP or less suffers these penalties as a result
  of damage to distributed systems:
  All comm/sensor array levels are -1.
  Its Handling is reduced by 2.
  Its gunners have a -2 to hit when making beam attack rolls.
  Upper Stage
  If a spacecraft with an attached upper stage system takes
  damage to its front hull, apply it to the upper stage spacecraft,
  rather than to the rest of the spacecraft. If the upper stage sep-
  arates, the front hull section of the lower stage is treated as
  destroyed for damage purposes. It has no armor dDR and sys-
  tem damage goes to the central hull.
  Disabled Systems
  If a system is disabled it is normally no longer functional.
  The various capabilities that are described in Chapter 2 for the
  systems won’t work. The system can’t be used for any task that
  is described as requiring a “functional” system. If there are
  occupants in a disabled system, check for injury: see Casualties
  (below). There are some special cases:
  Disabled Armor
  If an attack targets weak points in the armor, attacks to that
  hull section (not just that location) completely ignore the
  armor system’s dDR. (Other armor dDR is still halved.)
  Disabled Cargo
  If a cargo hold is disabled, half of the cargo in the hold is
  destroyed. Certain types of hazardous cargo (e.g., ammunition,
  antimatter, etc.) may be considered volatile systems (below) at
  the GM’s option.
  Disabled Controls
  When controls are disabled, only half (round up) of the con-
  trol stations cease to function and the vessel’s computer net-
  work’s Complexity is reduced by 1. The remaining control sta-
  tions are only lost when the system is destroyed.
  Disabled Habitat or Passenger Seats
  If disabled (or destroyed), in addition to rendering facilities
  in it non-functional, life support will be affected as various
  cabins, seats, etc., are lost. See Overloading Life Support (p. 46)
  in Chapter 3. Usually there’s no immediate effect (a few hours
  of residual air, etc.), so don’t worry about it until later. There’s
  a 2-in-6 chance any cells or cages will open, allowing survivors
  to escape.
  Disabled Fuel Tank
  If a fuel tank that provides delta-V reserve is disabled (or
  destroyed) the spaceship loses N/F of its remaining delta-V
  reserve, where N is the number of fuel tanks that were just dis-
  abled or destroyed, and F is the number of functional fuel tank
  systems (with that type of reaction mass) that it had left before
  the damage.
  Example: A spaceship with four fuel tanks of hydrogen has
  a delta-V reserve of 63 mps. One of its four fuel tanks is hit and
  disabled, so it loses 1/4 (rounded up) of its total remaining
  delta-V reserve, or 16 mps. It is now down to a delta-v reserve
  of 47 mps. Suppose it used up 17 mps while accelerating, leav-
  ing 30 mps, and then is hit again, this time losing two fuel
  tanks. It now loses two of three tanks, so it loses 2/3 of its 30
  mps of delta-V reserve, or 20 mps; this leaves it with only 10
  mps left in a single remaining tank.
  Emergency repairs to a fuel tank won’t restore delta-V
  reserve, but will let the tank be refueled.
  Disabled Hangar Bays
  All vehicles are unable to launch.
  Disabled Medium, Secondary, or Tertiary Battery
  Disabling it renders half (round up) of the turrets or fixed
  mounts in the system non-functional. The others still function.
  Destroyed Systems
  A system that is disabled again is destroyed. The system
  stops working, and cannot be fixed. Some special cases:
  Destroyed Armor
  A destroyed armor system still provides dDR to the hull sec-
  tion – the holes aren’t that big. Exception: any initial hit loca-
  tion roll against that location ignores its dDR.
  Destroyed Volatile Systems
  See volatile systems (p. 62).
  Destroyed Hangar
  All vehicles and cargo in the hangar are also destroyed,
  unless there is a reason to believe that won’t happen (e.g., a
  small craft with an activated stasis web).
  Volatile Systems
  Certain systems are highly volatile: any system holding mis-
  siles, or missiles or gun shells with antimatter warheads; any
  fuel tanks with antimatter-boosted hydrogen, matter-
  antimatter, fissionable saltwater, or HEDM fuel; an antimatter
  power plant; a cargo hold whose contents the GM determines
  are volatile (e.g., full of explosives).
  If a volatile system is disabled, roll against the spacecraft’s
  HT. A failed roll means the spacecraft will explode (reduced to
  -10¥ HP) at the end of its next turn. A critical failure means it
  explodes immediately (unless PC-occupied). If a volatile sys-
  tem is destroyed, roll at -5!
  If a spacecraft explodes, it inflicts (6d ¥ basic dHP) crush-
  ing explosion damage to any spacecraft docked with it; multi-
  ply by 10, change this to burning damage, and add surge and
  radiation modifiers if antimatter warheads, power plants, or
  fuel are exploding!
  Casualties
  If people are inside a system when it is disabled or
  destroyed, they may be injured. If the entire vessel is destroyed
  by a single attack, “destroyed” applies to everyone aboard.
  BASIC SPACE COMBAT
  62
  
  Most NPCs: Assume half (round up) of NPCs in a disabled
  system are incapacitated (reduced to 0 HP or less) or dead. All
  NPCs in a destroyed system are seriously injured or dead. The
  rest have light or no injuries. Animals, plants, etc. suffer com-
  parable casualties.
  PCs and Major NPCs: Roll 1d on the Casualty Table for each
  character in a disabled or destroyed system:
  If a system is destroyed, survivors will be trapped in the
  wreckage (unless accidentally blown outside) until rescued.
  Casualty Table
  Roll
  Effect
  2-
  No effect
  3
  2d-1 lethal electrical damage
  4
  3d-2 cutting damage
  5
  3d-2(10) burning damage
  6
  6d¥6 crushing damage
  7
  Blown outside the spacecraft; 
  also roll again with no modifiers
  8+
  3d¥5(10) burning damage
  Add +1 if the system (or entire vessel) was destroyed rather
  than disabled or +5 if the system or vessel was vaporized (-10¥
  HP). Subtract 1 if in a core system. DR from advantages or
  armor protects normally.
  A character who is blown out also rolls 1d again on the
  table (with no modifiers) to determine if he also took any dam-
  age as he was blown out. He (or his corpse) will be floating
  1d¥10 yards outside the vessel and can be assumed to be drift-
  ing away from the spacecraft at a velocity of (1d) yards/second.
  He is otherwise traveling in the same direction and speed as
  the spacecraft, but will be left behind if it accelerates before he
  can get aboard. If the spacecraft accelerates, he has time equal
  to the length of the space combat turn to be rescued or get
  back himself (usually only possible if he has a thruster pack,
  line gun, etc.) – if not, he’ll be left behind!
  Anyone who is blown out of a spacecraft or in a system that
  is destroyed is exposed to vacuum, and, if the ship was not
  already depressurized, explosive decompression. See p. B437.
  All crew and passengers usually suit-up in dangerous situa-
  tions.
  Ignore these special effects if the spacecraft isn’t in vacuum.
  If a spacecraft is vaporized (-10¥ HP) all survivors are also
  floating in space.
  Damage Modifiers
  Certain damage modifiers cause special effects. The GM
  may skip these rules to speed up combat.
  Surge (Sur) Damage Modifier
  Weapons with this damage modifier can fry electrical sys-
  tems. If a surge attack does any penetrating damage, the ship
  must roll vs. HT. On a failure, make one extra system damage
  roll in that hull section: Ignore the result if the system rolled is
  armor, cargo hold, engine room, hangar bay, fuel tank, soft
  landing system, or a previously disabled system. On a critical
  failure, all systems in that section except those mentioned
  above are disabled! Surge damage can be fully repaired by
  emergency repairs and disabled systems can still be damaged
  normally (physically disabled on the first roll, destroyed on the
  second). Personnel occupying a system taking surge damage
  do not roll for injuries.
  Radiation Damage Modifier
  If a system damage roll resulting from an attack with a radi-
  ation (rad) damage modifier indicates an occupied system is
  damaged, occupants also suffer 3d ¥ 10 rads. The vessel’s radi-
  ation PF does not apply – this is scatter from the penetrating
  beam itself.
  Explosive (Ex) Damage Modifiers
  Except as noted for nuclear and antimatter warheads and
  ghost particle beams, ignore explosion modifier – the blasts are
  too small to catch anyone else at space combat scale. Ex and
  incendiary modifiers are listed for use during attacks on
  ground targets, etc.
  This section covers activities that involve moving about or
  leaving the spacecraft.
  Internal Movement
  The length of a space combat turn determines whether or
  not movement in the spacecraft counts as a character’s task for
  the turn.
  Internal Movement Table
  Hull/Turn:
  20-second
  1-minute
  3-minute 10-minute
  SM+5 to +7
  1
  0
  0
  0
  SM+8 to +9
  2
  1
  0
  0
  SM+10 to +12
  5
  2
  1
  0
  SM+13 & up
  10
  3
  1
  0
  Cross-index spacecraft SM with the turn length.
  Time (if 1 or more) is doubled if moving to a different hull
  section.
  0: The character can move without taking a space combat
  turn, but must specify which spacecraft system he occupies at
  the start of each turn.
  1-10: The number of space combat turns the character must
  spend moving between parts of the spacecraft. He cannot per-
  form other actions. Double the time required if moving from
  to a different hull section. If space combat is likely to use 20-
  second turns, you don’t want to be caught in your cabin’s bath-
  room!
  If a spacecraft is in microgravity a Freefall skill roll is
  required to navigate through the vessel. A failed roll means the
  character doesn’t reach his destination in time.
  If a spacecraft was accelerating at 3¥ or more a crewman’s
  home gravity, the crewman won’t be able to move unless pro-
  vided with assistance (e.g., exoskeletons) or the spacecraft has
  gravitic compensators (or the equivalent).
  BASIC SPACE COMBAT
  63
  ACTION ABOARD
  
  Movement is dangerous if the spacecraft is dodging! If the
  craft performs a Dodge any time the character was in transit,
  roll against the moving character’s Spacer skill. Success means
  the character is able to secure himself; otherwise he suffers the
  equivalent of a 10-yard fall (20 on a critical failure) per G of
  acceleration the spacecraft was using (modified for gravitic
  compensators (p. 29)).
  Characters can use airlocks or cargo hatches to enter or
  leave the spacecraft (possibly boarding a docked spacecraft).
  This takes an entire turn. If a character is outside the vessel,
  specify which system he is outside. If that system is the first
  location to be hit by an attack, the character suffers the full
  damage of the attack.
  DAMAGE CONTROL
  A damage control party may perform four different tasks:
  emergency repairs, rescue, structural repairs, or halt catastro-
  phe. No more than one party can work on the same system,
  perform structural repairs, or try to avert the same catastrophe
  in a given turn.
  In small spacecraft the damage control “party” may be a
  single character. On large spacecraft, a damage control party
  of several characters is usually used. If a party is involved,
  skill rolls will be made by the team leader, against the lower
  of his skill (usually the required Repair skill) or the average
  skill of the team. When calculating their average skill, team
  members use either Spacer-2 or their Repair skill, whichever
  is best.
  Damage Control Party Size Modifier
  Party/SM
  +5-9
  +10
  +11
  +12
  +13
  +14
  +15
  One crew
  0
  -3
  -5
  -7
  -9
  -10*
  -10*
  2-5 crew
  +1
  0
  -3
  -5
  -7
  -9
  -10*
  6-19 crew
  +1
  +1
  0
  -3
  -5
  -7
  -9
  20-59 crew
  no
  +1
  +1
  0
  -3
  -5
  -7
  60-199 crew
  no
  no
  +1
  +1
  0
  -3
  -5
  200-599 crew
  no
  no
  no
  +1
  +1
  0
  -3
  600+ crew
  no
  no
  no
  no
  +1
  +1
  0
  Cross-index the number of people in the party with the SM
  of the spacecraft to find the modifier. “No” means the party is
  too large to fit into a system. Only one party can attempt to fix
  a given system in a single turn.
  * Can be only attempted by PCs or PC-led parties in cine-
  matic games.
  Emergency Repairs
  It is possible to quickly repair disabled systems by swap-
  ping in parts, switching to backup systems, and replacing
  blown electronics. The required repair skill is shown in the sys-
  tem descriptions in Chapter 2.
  Apply the Damage Control Party Size Modifier (above) and
  the Damage Control Time Modifier (below). Other functional
  spacecraft systems can help by providing parts: Add +1 per fab-
  ricator or robofac system the spacecraft has; +2 per nanofac or
  replicator.
  If emergency repairs succeed, the system is jury-rigged and
  no longer disabled – it will be functional again at the start of
  the spacecraft’s next turn. Critical success means it’s fixed
  immediately. Failure means it’s not fixed yet, but you can try
  again on later turns. Critical failure means the system can’t be
  fixed without major repairs – there’s no chance of doing so
  until after the combat is over.
  A jury-rigged system is fixed, but counts as two systems for
  the purpose of maintenance until fully repaired. Repairs will
  hold for at least a few hours, but at the start of any future com-
  bat or other stressful situation in which a jury-rigged system is
  used, roll against the spacecraft’s HT: failure means the system
  is disabled. (Roll only when the system is first used, and only
  once for the entire combat.) Assume it’s fully fixed only after all
  lost dHP suffered by the vessel are repaired.
  Damage Control Time Modifier
  Turn Length
  Jury-Rig
  Structural
  Rescue
  Halt
  Repairs
  Catastrophe
  20 seconds
  -10*
  No
  -9
  0
  1 minute
  -9
  -10*
  -3
  0
  3 minutes
  -3
  -9
  0
  0
  10 minutes
  0
  -3
  +1
  0
  30 minutes†
  +1
  0
  +3
  n/a
  The table shows the modifier for damage control tasks dur-
  ing different turn lengths.
  * Can be only attempted by PCs or PC-led parties in cine-
  matic games.
  † For repairs performed out of combat.
  Structural Repairs
  Usually performed after combat is over, this represents gen-
  eralized repair to the vessel’s structural integrity, and is nor-
  mally performed by teams working throughout the vessel. Use
  Mechanic (Vehicle type) skill. Apply the same modifiers are for
  emergency repairs using the Structural Repairs column of the
  Damage Control Time Modifier Table, with an additional -2
  penalty if the spacecraft is at 0 dHP or less. Success restores
  dHP ¥ margin of success.
  Rescue
  Survivors of a destroyed system that remain in the space-
  craft will be trapped in the wreckage and may need medical
  attention. A damage control team may attempt to get them
  out. The leader rolls against the team’s average Spacer skill
  with the party size and time modifiers. Critical success res-
  cues everyone. Success rescues half (round up) of the victims.
  On a failure, no victims are rescued; on a critical failure, a dis-
  aster injures or kills half (round up) of the survivors; for PCs
  and important NPCs roll again on the Casualty Table.
  Halt Catastrophe
  It’s possible to try and prevent the ship from blowing up due
  to a destroyed volatile system. The damage control party must
  be in the volatile system or the same hull section. Roll vs. the
  repair skill required for that system (for volatile cargo, it’s the
  GM’s decision) with the party size modifier and a -4 if in the
  same section but a different system; the time modifier is
  always 0. Success means the disaster is averted. Failure means
  it isn’t . . .
  BASIC SPACE COMBAT
  64
  
  BOARDING
  A drifting spacecraft can be boarded if another spaceship’s
  pilot has achieved a Rendezvous position with it. This means
  the spacecraft have matched velocities at zero or near-zero
  range and may be any distance from in contact to several miles
  of each other (default 100 yards).
  On future turns, boarding is possible – see Access (p. 41) for
  various methods to get in. Boarding actions should use the
  normal combat rules. If boarding action takes place, pause the
  space combat until the action is resolved or the time represent-
  ed by the turn length has passed.
  Deliberate attacks, sabotage, stray shots, etc. may damage,
  disable, or destroy systems from inside. Use the normal rules
  for damage to objects. Remember to convert between decade-
  scale and normal scale. Assume spacecraft have only DR 2 vs.
  internal attacks, but since spacecraft HP are decade-scale,
  divide damage by 10 before applying it to dHP. If enough dam-
  age is done by internal attacks to force a system damage roll,
  instead of rolling apply the damage to the system where the
  fighting or sabotage is occurring.
  LAUNCHING SMALL CRAFT
  “The reactor’s going to blow! Everyone to the lifeboats!”
  Occupants may board spacecraft or inside a hangar bay in
  the same time it takes to move to a new system. That means
  that in a long-enough turn, it’s possible to board a vessel or and
  launch in only one turn.
  Spacecraft can maneuver out of an open hangar bay during
  the pilot task phase of their vessel’s turn. When a new space-
  craft is launched, it is added to the turn sequence. Instead of
  acting in accordance with pilot Speed, it takes its turn imme-
  diately after the launching spacecraft and begins in formation
  with that spacecraft.
  Hangar bays have a launch rate that limits the maximum
  number of vessels that can launch or recover in a minute (rep-
  resented by surface area considerations). To get turns, divide
  minutes by three in 20-second turns, multiply by three in 3-
  minute or 10 in 10-minute turns. Minimum time required is
  one turn.
  A pilot in formation with a larger spacecraft with an open
  hangar bay may use his turn to maneuver into the bay, pro-
  vided it has sufficient capacity to accept his vessel. Again,
  the time required depends on the launch rate of the hangar
  bay.
  A Piloting skill roll is required for recovery operations.
  Out of combat, spacecraft usually use the Extra Time rules
  (p. B346) – a commercial ship often spends 30¥ time (for +5
  to skill) while docking! Failure results in an “abort” – no
  recovery takes place. Critical failure results in a 0.5 mps col-
  lision. The GM may ignore critical failures if the character
  would succeed on a roll of 16 or less, treating them as aborts
  instead.
  These rules cover a variety of special situations.
  FORMATIONS
  A spacecraft may maneuver in formation with another
  friendly spacecraft (“the leader”). To enter formation, its pilot
  must declare it is doing so, and must choose the exact same
  movement option and acceleration on its own turn as the for-
  mation leader did. If the formation leader was Closing, the
  pilot must also do so, selecting the same target (or its wreck-
  age, if the target was destroyed!). He must also achieve the
  same result against that the target that the formation leader
  did. If a spaceship fails to follow any of these requirements, it
  is not in formation.
  These rules apply to all spacecraft as long as they are in for-
  mation:
  • Attack Run, Rendezvous, and Engaged results on one
  member are assumed to have applied to every member of the
  formation.
  • They are treated as point-blank range to other vessels in
  their formation, which means they may be able to fire defen-
  sively against incoming missiles or ram attempts.
  GROUND FIRE
  If the battle is taking place in the vicinity of a planet, moon,
  or asteroid, vessels in orbit may direct fire down onto it, or vice
  versa.
  If the body has more than a trace atmosphere, certain beam
  weapons firing in either direction may have trouble penetrating
  the atmosphere: X-ray lasers, grasers, antiparticle beams, and
  particle beams cannot fire from space through an atmosphere.
  The distance from low orbit to the surface is Short Range.
  Higher orbits may be at Long Range.
  GMs may decide that clouds block fire on a particular tar-
  get. This depends on climate and weather, but may occur occa-
  sionally on planets with standard atmospheres, often for dense
  atmospheres, and perpetually for very dense or superdense
  atmospheres. Radar can see through clouds, but passive and
  ladar sensors cannot, making precise identification of targets
  problematic without someone on the ground; this requires
  them to use Forward Observer skill and the gunner to use
  Artillery (Beams) instead of Gunner (Beams).
  Clouds additionally provide a dDR vs. laser fire of 20¥ the
  planet’s atmospheric pressure measured in atmospheres; e.g.,
  dDR 20 on Earth.
  MAIN RADIATORS
  IN COMBAT (OPTIONAL)
  If spacecraft have main radiators (see Exposed Radiators
  design switch), they can retract them to reduce their vulnera-
  bility in combat. Retracting the radiators does not require a
  task, but the radiators are not considered retracted until the
  start of the spacecraft’s next turn.
  If a spacecraft’s main radiator was disabled, destroyed, or
  has been retracted, its fusion, antimatter, and total conversion
  power plants have 30 minutes before they overheat and must
  shut down after 100 turns at 20-second scale, 30 turns at 
  BASIC SPACE COMBAT
  65
  SPECIAL RULES
  
  1-minute scale, 10 turns at 3-minute scale, or 1 turn at 10-
  minute scale. This can be extended: each Fuel Tank that is
  filled with coolant instead of fuel adds 100% to the operating
  time of a single system (your choice) after which the coolant is
  used up.
  Each turn functional main radiators are extended reduces
  accumulated time to overheat by one turn. If they overheat, the
  spacecraft must shut down these systems until radiators are
  repaired or redeployed.
  TRACTOR BEAMS IN COMBAT
  Tractor beams may be used at their listed range as shown
  on the Beam Damage and Range Table (p. 67). Roll against the
  Gunner (Beam) skill of the tractor bay operator. Success does
  not inflict damage. Instead, it exerts a force on the target meas-
  ured in gravities (G):
  Tractor force = 0.1 ton per MJ of output.*
  Tractor pull (G) = (tractor beam output MJ/target
  mass).
  * i.e., 100 tons per GJ, 100,000 tons per TJ, or 100,000,000
  tons per PJ.
  Multiple beams working on the same target combine their
  force. For example, if 10 tractor beams each with 3GJ output
  (300 tons force each, so total of 3,000 tons) lock onto a
  freighter massing 10,000 tons the tractor beams together will
  exert a pull of 0.33G. This has no immediate effect . . . but on
  the target’s next turn, it must subtract the acceleration of the
  tractor beam from any acceleration that it uses before calculat-
  ing its acceleration rating. If it does not accelerate, or if it uses
  less acceleration than the beam imparts, it’s captured; the trac-
  tor beam operator may choose the captured spacecraft’s next
  move, using the excess acceleration, his own skill of Gunner
  (Beams)-4 instead of the target’s Pilot skill.
  Note: These rules assume the tractor beam is operating in
  space, where it exerts thrust. In a gravity well, it’s more useful
  to calculate the ST of a beam. To work out the ST of a beam,
  find the square root of the tractor force (tons) and multiply by
  100.
  PRECISION ATTACKS
  Any attack (ramming, gunnery, or missile) may be targeted
  at a specific hull system [1-6] location in the facing hull section
  (e.g., “location 3 in front hull”) at a -5 to hit. The gunner may
  not know what system is in that location unless he’s at zero,
  close, or point-blank range, performed an engineering analysis
  task, or has blueprints of the target.
  A gunner performing a precision attack may also target
  weak points in a spacecraft’s armor (such as hatches, ducts,
  etc.) at -10 to hit. This can only be performed at zero, close, or
  point-blank range or if a successful engineering analysis task
  was performed against that target. The GM may allow preci-
  sion attacks without these prerequisites against a vessel whose
  blueprints are on file (“we have the plans of the enemy moni-
  tor – aim for the exhaust duct!”). Use half the armor sDR
  (round down), then apply any armor divisors. Exception: if the
  target has disabled or destroyed armor systems in the attacked
  hull section, their dDR is completely ignored when targeting
  weak points.
  Ghost Particle Beams: A ghost particle beam gunner may
  opt to fire at any of the target’s hull sections – not just the sec-
  tion facing his spacecraft. A ghost particle beam gunner can
  also opt to target precise locations in any hull section with the
  usual -5 penalty for precision attacks, but may additionally
  choose to target core rather than hull sections by taking a fur-
  ther -3 penalty (total -8).
  Near Miss and Hit Location: If an attack that took a penal-
  ty for a precision attack misses by only 1, a single shot still hits
  a random location on the hull section facing the attacking
  spacecraft.
  TARGETING EXPOSED
  SYSTEMS
  Deployed main radiator arrays (p. 65), as well as magsails,
  lightsails, and solar panel systems are exposed systems.
  They can be targeted separately by beam or gun fire. Use
  the spacecraft’s SM+3 for lightsails, solar panels, or magsails.
  For main radiator arrays, use SM if the central hull is facing
  the attacker, or SM-5 otherwise.
  If hit, armor dDR does not protect, but due to the large size
  and diffuse construction of these features, any damage that is
  less than 10% of spacecraft dHP is ignored. Damage equal to
  or greater than the spacecraft’s dHP will disable the system or
  main radiator, or destroy it if already disabled. No other dam-
  age is done to the spacecraft.
  A successful attack with a nuclear or antimatter warhead
  will automatically destroy any deployed exposed systems in
  addition to its other effects.
  BASIC SPACE COMBAT
  66
  Weapons in
  Ordinary Combat
  All weapon statistics are scaled for space combat. If
  using these weapons in ordinary combat with one sec-
  ond turns (e.g., if the spaceship is fighting in the air or
  while in port, is attacked by a super being, etc.) make
  these changes:
  Damage is dDamage multiplied by 10.
  Accuracy is sAcc+18.
  The space range modifiers assumes an Acc 18
  weapon fired by a gunner performing All Out
  (Dedicated) aimed attack with 3+ seconds aim assisted
  by a +9 vehicular targeting system for a net +30. As
  point-blank range is actually assumed to be 100 miles
  for a -30 range modifier, the sAcc and Point-Blank
  modifiers are assumed to cancel out providing a net 0
  modifier for Acc 18.
  Range will vary, as these values are abstractions, but
  P is about 100 miles, P/C is about 100/300 miles, C
  range is 100/300 miles, C/S 300/1,000 miles, S
  1,000/3,000 miles, S/L about 3,000/10,000 miles, L
  about 
  10,000/30,000 
  miles, 
  L/X 
  is 
  about
  30,000/100,000 miles, X about 100,000 miles.
  
  WEAPON TABLES
  BEAM WEAPON TABLES
  Damage dice and range are listed on the Beam Damage and
  Range Table, since they vary depending on beam output. RoF
  depends on the battery system and Shots are unlimited as
  weapons draw power. Other statistics are given here.
  (Note that the table extends beyond the standard range of
  weapon outputs to make it possible to extrapolate vessels built
  with SM+16 or larger hulls and systems.)
  Damage: The table specifies the damage type inflicted,
  either tight-beam burning (burn), corrosion (cor), or crush-
  ing (cr). This is followed by any damage modifiers (sur is
  surge, exp is explosion, rad is radiation) and armor divisor.
  Weapons with an infinite armor divisor ignore armor – see
  below for special exceptions. Conversion beams that succeed
  in penetrating their target’s DR convert some of it to energy,
  inflicting the same number of dice of followup damage that
  ignores all DR.
  sAcc: The weapon’s Space Accuracy. (To find normal Acc,
  subtract 18.)
  Range: The range column used (R1 means use the Range 1
  column, etc.)
  Rcl: Recoil is shown the table.
  Infinite Armor Divisors
  Disintegrators, graviton beams, and ghost particle beams
  have an infinite armor divisor. DR is normally ignored, even if
  hardened. However, certain special defenses can protect
  against them, as follows:
  Disintegrator: Force screens protect with 1/10 dDR; stasis
  webs block them.
  Graviton: Force screens protect get 1/100 dDR; stasis webs
  block them.
  d-Dam: The table shows decade-scale damage inflicted
  based on beam output. Use the D-dam2 column for
  antiparticle and plasma beams. Use the d-Dam1 for other
  beams, but treat graviton beams as 1/10 output for dam-
  age, i.e., a 10 MJ graviton beam is treated as 1 MJ for dam-
  age. Tractor beams do no damage; see Tractor Beams in
  Combat (p. 66).
  Range: The table shows the range of beam weapons in
  the range bands used in the space combat system (P is
  point-blank, C is close, S is short, L is long, X is extreme).
  Use the appropriate range column shown on the beam
  weapon table, i.e., R1 means use the Range 1 column.
  BASIC SPACE COMBAT
  67
  Beam Damage and Range Table
  Output
  dDam2
  dDam1 Range3 Range2
  Range1
  Range0
  3 kJ
  1d-2
  1d-4
  C/S
  C
  P/C
  P
  10 kJ
  1d-1
  1d-3
  C/S
  C
  P/C
  P
  30 KJ
  1d+1
  1d-2
  C/S
  C
  P/C
  P
  100 KJ
  2d
  1d
  S
  C/S
  C
  P/C
  300 KJ
  3d
  1d+2
  S
  C/S
  C
  P/C
  1 MJ
  4d
  2d
  S
  C/S
  C
  P/C
  3 MJ
  6d
  3d
  S/L
  S
  C/S
  C
  10 MJ
  8d
  4d
  S/L
  S
  C/S
  C
  30 MJ
  6d¥2
  6d
  S/L
  S
  C/S
  C
  100 MJ
  4d¥5
  2d¥5
  L
  S/L
  S
  C/S
  300 MJ
  3d¥10
  3d¥5
  L
  S/L
  S
  C/S
  1 GJ
  4d¥10
  4d¥5
  L
  S/L
  S
  C/S
  3 GJ
  6d¥10
  3d¥10
  L/X
  L
  S/L
  S
  10 GJ
  8d¥10
  4d¥10
  L/X
  L
  S/L
  S
  30 GJ
  6d¥20
  6d¥10
  L/X
  L
  S/L
  S
  100 GJ
  2d¥100
  2d¥50
  X
  L/X
  L
  S/L
  300 GJ
  3d¥100
  3d¥50
  X
  L/X
  L
  S/L
  1 TJ
  4d¥100
  2d¥100
  X
  L/X
  L
  S/L
  3 TJ
  6d¥100
  3d¥100
  X
  X
  L/X
  L
  10 TJ
  8d¥100
  4d¥100
  X
  X
  L/X
  L
  30 TJ
  6d¥200
  6d¥100
  X
  X
  L/X
  L
  100 TJ
  2d¥1,000
  2d¥500
  X
  X
  X
  L/X
  300 TJ
  3d¥1,000
  3d¥500
  X
  X
  X
  L/X
  1 PJ
  4d¥1,000
  2d¥1,000
  X
  X
  X
  L/X
  3 PJ
  6d¥1,000
  3d¥1,000
  X
  X
  X
  X
  Beam Weapon Table
  TL
  Weapon
  Damage
  sAcc
  Range Rcl
  7^
  Heat ray
  burn
  0
  R2
  1
  9
  Laser
  burn(2)
  0
  R2
  1
  10
  Particle
  burn rad sur (5)
  -3
  R1
  1
  10^
  Plasma
  burn exp (2)
  -6
  R0
  2
  10
  UV Laser
  burn(2)
  0
  R3
  1
  11
  Antiparticle
  cr exp sur rad (3)
  -3
  R1
  1
  11^
  Ghost Particle cr exp (infinite)
  -3
  R1
  1
  11^
  Graviton
  cr (infinite)
  0
  R1
  1
  TL
  Weapon
  Damage
  sAcc
  Range Rcl
  11^
  Tractor
  special
  0
  R1
  1
  11
  X-ray Laser
  burn* sur (5)
  0
  R3
  1
  12^
  Conversion
  cor (10)
  0
  R2
  1
  –
  followup
  burn exp rad sur
  12^
  Disintegrator
  cor (infinite)
  0
  R2
  1
  12
  Graser
  burn sur (10)
  0
  R3
  1
  
  Ghost Particle: Detonates inside the target. Only reality-
  stabilized force screens protect, at 1/5 dDR. Any damage that
  gets past screen DR is tripled due to the internal explosion.
  GUNS AND
  LAUNCHERS TABLES
  The table below indicates the sAcc, Range, and Recoil of
  guns and missile launchers.
  sAcc: The Space Accuracy. A missile’s sAcc depends on TL,
  e.g., a TL12 missile has sAcc +5.
  Range: The maximum range. Raise range from C to S, from
  S to L, or from L to X if firing on a target whose last maneu-
  ver was Controlled Drift or Uncontrolled Drift.
  Rcl: Recoil.
  RoF and Shots depends on the battery system.
  Guns and Launchers Table
  TL
  Weapon
  sAcc
  Range
  Rcl
  7
  Conventional Gun, 2-6cm
  -10
  C
  3
  7
  Conventional Gun, 7-14cm
  -9
  C
  4
  7
  Conventional Gun, 16cm+
  -8
  C
  5
  7
  Electromagnetic Gun, 2-6cm
  -8
  S
  2
  7
  Electromagnetic Gun, 7-14cm
  -7
  S
  3
  7
  Electromagnetic Gun, 16cm+
  -6
  S
  4
  11
  Grav Gun
  -5
  S
  2
  7
  Missile Launcher, 20-28cm
  (TL-8)
  L
  1
  7
  Missile Launcher, 32cm+
  (TL-7)
  X
  1
  ^
  Warp Missile Launcher, 20-28cm
  +17
  X
  1
  ^
  Warp Missile Launcher, 32cm
  +18
  X
  1
  Add +3 to Acc for cosmic-powered electromagnetic guns,
  warp missile launchers, grav guns, or for missile launchers fir-
  ing super missiles (see Chapter 3).
  Damage depends on the warhead used – conventional,
  nuclear, or antimatter.
  Conventional Warhead Damage Table
  Caliber
  dDamage
  2cm
  6d¥5
  2.5cm
  6d¥6
  3cm
  6d¥7
  3.5cm
  6d¥8
  4cm
  6d¥10
  5cm
  6d¥12
  6cm
  6d¥15
  7cm
  6d¥18
  8cm
  6d¥20
  10cm
  6d¥25
  12cm
  6d¥30
  14cm
  6d¥35
  16cm
  6d¥40
  20cm
  6d¥50
  24cm
  6d¥60
  28cm
  6d¥70
  32cm
  6d¥80
  40cm
  6d¥100
  48cm
  6d¥120
  56cm
  6d¥140
  64cm
  6d¥160
  80cm
  6d¥200
  96cm
  6d¥240
  112cm
  6d¥280
  Caliber is missile launcher or gun diameter.
  dDamage is the basic dice of damage. It is multiplied by
  velocity. For example, a 10 mps attack by a 56cm missile does
  6d ¥ 140 ¥ 10 = 6d ¥ 1,400 damage. A warhead set for proxim-
  ity detonation has no armor divisor. Otherwise it has a (2)
  armor divisor.
  Nuclear and Antimatter 
  Warhead Damage
  The table below shows the direct-hit damage from a nuclear
  or antimatter warhead. Divide damage by 100 for a proximity
  detonation, e.g., 2.5 megaton does 8d¥50 burn.
  Nuclear and Antimatter Warhead
  Damage Table
  Warhead Yield
  d-Damage
  25 kiloton
  4d¥1,000 burn ex rad sur 20cm+
  linked
  3d¥1,000 cr ex
  100 kiloton
  8d¥1,000 burn ex rad sur
  linked
  6d¥2,000 cr ex
  2.5 megaton
  8d¥5,000 burn ex rad sur
  linked
  6d¥5,000 cr ex
  10 megaton
  8d¥10,000 burn ex rad sur
  linked
  6d¥20,000 cr ex
  In space, nuclear and antimatter weapons inflict only burn-
  ing damage with the explosive, radiation, and surge damage
  modifiers. If using nuclear weapons to attack targets on a
  world with an atmosphere, there is also a blast wave: add the
  linked crushing explosive damage (multiply this by air pres-
  sure in atmospheres).
  BASIC SPACE COMBAT
  68
  
  Acceleration bonus, 54-56.
  Acceleration, 5, 6.
  Accuracy, 5.
  Advantaged status, 55, 57.
  Air performance, 35.
  Airlocks, 10, 41-42.
  Ambush, 48.
  Ammunition, 47.
  Antimatter, 20, 23.
  Armor, 10-13, 29-30; inde-
  structible, 29-30.
  Artificial gravity, 29.
  Atmospheres, 30, 40.
  Attaching to ships, 15.
  Attack vector, 55.
  Attacks, 57-60.
  Automation, 29; see also
  Workspaces.
  Bearing, 57.
  Boarding, 41-44, 65.
  Booster stage, 7.
  Breaches, 43.
  Cargo, 13, 43-44; bay doors,
  43.
  Casualties, 62-63.
  Cloaking device, 13.
  Closing maneuver, 55-56.
  Collisions, 55, 61.
  Combat scale, 48.
  Comm/sensor arrays, 14-15,
  33, 44-46, 52-53.
  Command, 50-51.
  Computers, 14, 31, 44.
  Contragravity lifter, 14.
  Control room, 14, 33, 51;
  control stations, 51.
  Controlled drift, 56.
  Cosmic power, 31.
  Cost, 9.
  Crew 6, 10, 29, 33-34;
  automation and, 29.
  Damage, 60, 61; resistance,
  61.
  Decade scale, 5, 10-13, 16,
  66.
  Defensive ECM, 14.
  Delta-V, 6, 21, 37, 49, 54-55.
  Design features, 29-30.
  Destruction, 61-62; systems,
  62.
  Detection, 45.
  Disabled systems, 62.
  Distances in combat,  48-49,
  55-57.
  Docking, 42.
  Dodge, 60.
  Drift, 56.
  Emergency power, 52.
  Emergency thrust, 52.
  Encounter distance, 48-49.
  Encounter velocity, 49.
  Engine room, 15.
  Engineering, 51-52.
  Escape, 65.
  Evasive action, 56.
  Explosions, 59, 62-63.
  Exposed systems, 66.
  External clamp, 15.
  FTL travel, 40-41.
  Facing, 55.
  Factory, 16.
  Fast passes, 49, 54.
  Fixed mount, 57.
  Food, 47.
  Force screen, 16, 31-32.
  Formation, 65.
  Free equipment, 10.
  Freefall skill, 63.
  Fuel, 17, 33, 46-47; fuel
  tanks, 17.
  Gravity systems, 29-30, 33;
  gravitic compensators, 29;
  pseudo-velocity, 33.
  Ground fire, 65.
  Habitat, 17-18.
  Hangar bay, 18, 43; bay
  doors, 43.
  Hit Points, negative, 61-62.
  Hit locations, 5, 61, 66.
  Holding course, 56.
  Huge ships, 9.
  Hull breaches, 43-44.
  Hull sections, 5, 8-9, 58, 61;
  restrictions, 9.
  Hyperdrive, 40-41.
  Jet engine, 19.
  Jump drive, 41.
  Jump gate, 19.
  Landing, 40.
  Leadership, 50-51.
  Life support, 17, 46-47.
  Lightsails, 39.
  Magsails, 39.
  Maneuver drives, 36-40.
  Maneuvers, 53, 55-56, 65;
  modifiers, 55.
  Midnight Sun-class ship, 7.
  Mining equipment, 19.
  Movement on the ship, 63-
  64.
  Multi-purpose systems, 24.
  Multi-tasking, 50.
  Multiple targets, 58.
  NMP propulsion, 33.
  Navigation, 52.
  Occupancy, 6, 17, 35, 46.
  Open areas, 19.
  Orbit, getting to, 37.
  Orbital shuttle, 7.
  Passage tubes, 42.
  Passengers, 20, 34; seating,
  20.
  Performance, 34-35.
  Piloting, 53, 55-56.
  Point Defense, 53, 59.
  Power Points, 6, 9-10, 20, 25,
  31, 51-52.
  Power plants, 20, 46-47; fuel,
  46-47.
  Precision attacks, 66; see
  also Hit Locations.
  Radiation damage, 63.
  Radiators, 31, 65-66.
  Ram rockets, 30.
  Ramscoop, 21, 38.
  Range, 48-49, 55-57.
  Rate of fire, 57-59; rapid fire,
  59.
  Reaction engines, 21-24, 37-
  38.
  Reaction mass, 46.
  Reactionless engines, 24, 38-
  39.
  Reactionless stardrive, 33.
  Reconfigurable systems, 24.
  Refinery equipment, 19.
  Relative velocity, 59.
  Repair, 10, 18, 46, 64.
  Rescue, 64.
  Retreating, 56.
  Robot arm, 24.
  Scaling, 5; see also Decade
  Scale.
  Sensors, 44.
  Setting design switches, 31-
  33.
  Singularity drive, 33.
  Size modifier, 6, 8-9.
  Small ships, 65.
  Soft-landing system, 24.
  Solar panels, 25.
  Space sails, 25, 39.
  Spin gravity, 30.
  Spinal battery, 57.
  Star Flower-class ship, 6-7.
  Stardrives, 25, 40-41.
  Stasis web, 26.
  Statistics, 5-6, 8, 34-35.
  Stealth, 30.
  Streamlined, 9-10, 30.
  Surge damage, 63.
  Surprise, 48-49, 51.
  Systems, 5, 9-10, 24; recon-
  figurable, 24.
  Tactics, 51.
  Tasks, 50-54; command, 50-
  51; communication, 53-54;
  damage control, 54; engi-
  neering, 51-52; gunnery, 53;
  navigation, 52; NPC, 54;
  piloting, 53; pre-battle, 51;
  sensory, 52-53.
  Teleport projector, 18.
  Total energy conversion, 20,
  23.
  Towing, 15, 66; tractor
  beams, 66.
  Tramp freighter, 6-7.
  Travel, 36-38; distances, 36;
  Solar System, 37; transfer
  orbits, 38.
  Travel time, 38-39.
  Turn length, 48-50.
  Uncontrolled drift, 56.
  Upper stage, 7, 26.
  Vehicle performance, 25, 34-
  35.
  Vehicle statistics, 5-6, 8, 34-
  35.
  Volatile systems, 62.
  Warheads, 61, 68; conven-
  tional, 61; nuclear and
  antimatter, 68.
  Warp drive, 41.
  Wealth, 34.
  Weapons, 26-29, 31, 33, 57-
  61, 67-68; ballistic, 28-29,
  59-61, 68; beam, 28, 31, 33,
  58, 60, 67; launcher, 29, 68;
  tables, 67-68; types, 28; fir-
  ing, 57-60.
  Wings, 30.
  Workspaces, 10, 29, 33; see
  also Automation.
  Wormholes, 41.
  INDEX
  69
  INDEX
  
SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Spaceships.pdf