Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 08-23-2019, 05:15 AM   #1
Eukie
 
Join Date: Dec 2013
Default [Spaceships] Eclipse Phase Spacecraft

RPG industry luminary John Snead wrote the spacecraft chapter for the Eclipse Phase roleplaying game and in discussions on the EP forums revealed that the designs were fairly realistic and provided the vital performance numbers for the various spacecraft. Using these, I have attempted to create the nearest GURPS approximations of the EP Destroyer and Fighter.

Destroyer
Quote:
Originally Posted by Eclipse Phase
One of the largest military spacecraft in common use, destroyers use an antimatter drive holding 150 tons of antimatter in a 2,000-ton magnetic containment vessel. This antimatter can also be used to provide the spacecraft’s missiles with anti-matter for devastatingly powerful anti-matter warheads. This spacecraft is also armed with railguns, nuclear and high explosive missiles, and point defense lasers. In addition, all destroyers carry a contingent of 20 fighters.
Quote:
Originally Posted by Jsnead
Size: 150 m long, 50 m wide, 50 m high
Fully Loaded Mass: 40,000 tons
Empty Mass: 25,000 tons
Performance: Total Delta V of 800 km/sec (using anti-matter rockets)
Payload: 70 crew and 20 fighter pilots in military style long-term occupancy, + 1,000 tons of weapons & 20 fighters and metallic hydrogen fuel to refuel them twice.
Code:
Front    System
[1]      Hardened Nanocomposite Armor (dDR 50(2))
         Hangar Bay (300 tons)
         Tactical Array (comm/sensor 11)
[2-5]    Fuel Tanks (each 1,500 tons providing 72 mps)
[6]      Control Room (C10, comm/sensor 10, no control stations)
Centre   System
[1]      Hardened Nanocomposite Armor (dDR 50(2))
         Fuel Tank (1,000 tons providing 48 mps)
[2]      Cargo Hold (1500 tons)
[3-4]    Fuel Tanks (each 1,500 tons providing 72 mps)
[5-6!]   2x Battery (see notes)
[core]   Control Room (C10, comm/sensor 9, 10 control stations)
         Habitat (120 cabins, see notes)
Rear     System
[1]      Hardened Nanocomposite Armor (dDR 50(2))
         ⅔ High-Thrust Antimatter Plasma Rocket (0.013 G)
[2-6]    5x High-Thrust Antimatter Plasma Rocket (0.1 G)
[core]   Fuel Tank (500 tons providing 24 mps, see notes)
         ⅔ Antimatter Reactor (2 PP, see notes)
Code:
TL            10
Spacecraft    Destroyer
dST/HP        200
Hnd/SR        -3/5
HT            13
Move          0.11G/504 mps
LWt.          30,000
Load          1809 (see notes)
SM            +11
Occ           90ASV (see notes)
dDR           50(2)
Cost          18,321,250,000 (see notes)
Notes
The Destroyer has Total Automated (p. SS29) and is TL11 for Complexity purposes (p. SS8-6)

The Destroyer runs on antimatter-boosted hydrogen/water, for a refueling cost of $18B per tank. Since antimatter production in Eclipse Phase is mature and large-scale, it may be reasonable to lower this to the same cost as antimatter-catalyzed hydrogen/water, for $30M/tank.

You're not supposed to put Power Plants in a Smaller System, but for reactors producing 4 PP, it seems reasonable that a system a third of the size can produce at least 1 PP.

Since the Destroyer represents a generic spacecraft the exact weapon loads have been left up to the needs and desires of the individual user. As an example: 30x VRF 3MJ Improved laser turrets, 20x 16cm electromagnetic gun turrets, 10x 32cm Missile Launcher turrets.

Since the Destroyer represents a generic spacecraft and some may not have living crews at all, the exact composition of the Habitats is left up to the needs and desires of the individual user. As an example: 44 Cabins, 2 Luxury Cabins, a Ready Room (double Briefing Room/Establishment), 15 Minifacs, 2 Cells, a 10-bed Sickbay, three ops centres, a quintuple-size briefing room, and five different recreational Establishments. The Sickbay has automeds, increasing the cost of the Destroyer by $1M.

While Spaceships has all fuel tanks for antimatter-based fuels be treated as Volatile systems, it seems rather reasonable to allow the antimatter to be concentrated in a single system: in this case a [core] fuel tank. The other Fuel Tanks should therefore not be considered Volatile systems.

Since the Cargo Hold contains 200 tons of HEDM rocket fuel for the Fighters, it's a Volatile system. (Ideally this should be in a core system, but I ran out of slots for things that needed to be protected. If you think it's vital to locate Volatile systems in a core section, swap the Front Hull for an Upper Stage and shove 500 tons worth of HEDM and Fighter munitions into a [core] location. If you're wondering why I didn't slash the core small-size Control Room, it's because the full-size Control Room is only there to improve Hnd/SR: the core Control Room is the primary control room and is in a [core] location to increase its suitability. Putting a Volatile system right next to the Habitat also did not appeal.)

The Destroyer can have the Stealth (p. SS30) feature for +20M to cost.

The Destroyer can have the Self-Healing (p. SS7-22) feature for +600M to cost.

Fighter
Quote:
Originally Posted by Eclipse Phase
This small, short range military vessel is designed to be crewed by an infomorph or AI. If needed, however, it can hold a single synthmorph or vaccum adapted biomorph as a pilot. It carries 3 lasers and 2 railguns mounted on small pods placed around the middle of ship that can fire in any direction. A single missile launcher is located in the nose of the fighter and typically holds 6 small high explosive missiles or tactical nuclear missiles (or even anti-matter missiles if facing high-threat targets).
Quote:
Originally Posted by Jsnead
Size: 4.5 m long, 3 m wide, 3 m high, 7 tons fully loaded, 3 tons empty.
Fully Loaded Mass: 7 tons
Empty Mass: 3 tons
Maximum Acceleration: 3 Gs
Performance: (space) Total Delta V of 11 km/sec (using metallic hydrogen rockets)
Payload: weapons + 1 synth morph (optional). Carrying a synth morph reduces the missile launcher to holding only 4 missiles.
Code:
Front    System
[1]      Hardened Nanocomposite Armor (dDR 5(2))
[2!]     Major Weapon (16cm Missile Launcher)
[3-6]    Fuel Tanks (each 1.5 tons providing 0.7 mps)
Centre   System
[1]      Hardened Nanocomposite Armor (dDR 5(2))
[2!]     Medium Battery (3x 1MJ Improved laser turrets) 
[3-4!]   Major Batteries (2x 8cm electromagnetic gun turrets, see notes)
[5-6]    Fuel Tanks (each 1.5 tons providing 0.7 mps)
[core]   Control Room (C7, comm/sensor 3, 1 control station)
Rear     System
[1]      Hardened Nanocomposite Armor (dDR 5(2))
[2-5]    Fuel Tanks (each 1.5 tons providing 0.7 mps)
[6]      HEDM Rocket (2G)
[core]   Fusion Reactor (2 PP)
Code:
TL            10
Spacecraft    Fighter
dST/HP        15
Hnd/SR        0/4
HT            12
Move          2G/7 mps
LWt.          10
Load          0.1
SM            +4
Occ           1ASV (see notes)
dDR           5(2)
Cost          640,000 (see notes)
Notes
The Fighter has Total Automated (p. SS29) and is TL11 for Complexity purposes (p. SS8-6)

The atmospheric performance of the Fighter gives it Air Move 20/175. If Streamlined and Winged for +50K to cost, dDR reduces to 3(2) but Air Hnd/SR increases to 4/5 and Air Move to 20/1750.

Each tank of HEDM costs $3,000 to refill.

Medium Batteries aren't an allowed system at SM+4, but it doesn't seem completely unreasonable to allow one. As an alternative, make all the armour components SM+3 (dDR 3(2)), shove the two centre Fuel Tanks into the freed space, and have three Major Batteries of 3MJ Improved laser turrets.

Alternative to the Improved lasers, consider UV lasers for improved range.

Alternative to the 8cm electromagnetic gun turrets, consider RF 4cm emag gun turrets or VRF 2cm emag gun turrets.

The Fighter can have the Stealth feature (p. SS30) for +125K to cost.

The Fighter can have the Self-Healing feature (p. SS7-22) for +200K to cost.

The single control station can be removed for -50K to cost.

Last edited by Eukie; 08-23-2019 at 03:08 PM. Reason: Corrected Destroyer acceleration and refueling cost
Eukie is offline   Reply With Quote
Old 08-23-2019, 08:14 AM   #2
Eukie
 
Join Date: Dec 2013
Default Re: [Spaceships] Eclipse Phase Spacecraft

Standard Transport
Quote:
Originally Posted by Eclipse Phase
This vessel is one of the most common freighter and passenger vessel in the solar system. While egocasting is by far the most common form of inter-habitat transport, some people prefer to travel by ship and others do not wish to leave their current morph behind. In addition, some goods are easier or cheaper to physically transport rather than duplicating their templates. As a result, standard transports regularly travel to and from every large habitat and inhabited planet and moon in the solar system. These are modern fusion-drive ships that offer fast and comfortable travel for passengers as well as relatively swift transport for small cargoes. One of the additional benefits of the standard transport is the fact that it contains four separate passenger compartments, each of which is mounted on a 90 meter-long booms that can extend and rotate to simulate gravity. When rotating at a comfortable 2 rpm, passengers experience Mars level gravity. Typically, the gravity maintained in these pods starts at the local gravity (or Mars gravity, if the local gravity is higher) and over the course of the journey gradually increases or decreases to the gravity of the destination. However, these pods cannot rotate to produce gravity higher than that found on Mars.
Quote:
Originally Posted by Jsnead
Size: 150 m long, 25 m wide, 25 m high (80 m wide and high with rotating booms fully extended)
Fully Loaded Mass: 10,000 tons
Empty Mass: 4,500 tons
Maximum Acceleration: (space) 0.02 Gs
Performance: Total Delta V of 400 km/sec (using fusion rockets)
Payload: 13 crew + 200 humanoid morphs in long term comfortable occupancy and space for 1,000 tons cargo
Code:
Front    System
[1]      Advanced Laminate Armor (dDR 20)
         Fuel Tank (333 tons providing 24 mps)
[2-6]    Habitat or Cargo Hold (300 cabins or 2500 tons of cargo, see notes)
[core]   Control Room (C10, comm/sensor 9, 10 control stations)*
Centre   System
[1]      Advanced Laminate Armor (dDR 20)
         Fuel Tank (333 tons providing 24 mps)
[2-3]    Fuel Tanks (each 500 tons providing 36 mps)
[4-6]    Habitat or Cargo Hold (180 cabins or 1500 tons of cargo, see notes)
[core]   Habitat or Cargo Hold (60 cabins or 500 tons of cargo, see notes)
Rear     System
[1]      Advanced Laminate Armor (dDR 20)
         Fuel Tank (333 tons providing 24 mps)
[2-4]    Fuel Tanks (each 500 tons providing 36 mps)
[5-6]    2x High Thrust Fusion Rocket (0.02 G)*
* each of these systems has 1 Workspace
Code:
TL            10
Spacecraft    Standard Transport
dST/HP        150
Hnd/SR        -4/5
HT            13
Move          0.02G/252 mps
LWt.          10,000
Load          up to 5401 (see notes)
SM            +10
Occ           13AV (see notes)
dDR           20
Cost          260,000,000 (see notes)
Notes
The Standard Transport uses Spin Gravity (p. SS30) and is TL11 for Complexity purposes (p. SS8-6)

Each tank of hydrogen propellant costs $1M to refill.

The default configuration for the Standard Transport offered here is wholly dedicated to cargo transport by a synthmorph crew. Any number of the 9 Cargo Holds can be exchanged for 60 cabins at a cost of +10M and 1 extra Workspace each. The configuration suggested in Snead's notes seems to comprise two Cargo Holds, 200 Luxury Cabins, and 60 cabins worth of specialized rooms (p. SS18), increasing the cost by 50M.

The Standard Transport can have the Total Automation feature for +15M plus 5M per 60 habitats to cost.

The Standard Transport can have the Self-Healing (p. SS7-22) feature for +200M to cost.
Eukie is offline   Reply With Quote
Old 08-23-2019, 08:58 AM   #3
AlexanderHowl
 
Join Date: Feb 2016
Default Re: [Spaceships] Eclipse Phase Spacecraft

In GURPS, there is nothing realistic about a 2,000 metric tons container holding 150 metric tons of antimatter at TL11 and nothing feasible about having 150 metric tons of antimatter. In Ultratech, one milligram of antimatter requires a trap that masses 9 kg and costs $20,000 (one milligram of antimatter also costs $25,000). 150 metric tons of antimatter would require a 1.35 billion metric ton trap (costing $3 quadrillion) and would cost $3.75 quadrillion.
AlexanderHowl is offline   Reply With Quote
Old 08-23-2019, 11:54 AM   #4
Aldric
 
Join Date: Nov 2015
Default Re: [Spaceships] Eclipse Phase Spacecraft

Quote:
Originally Posted by AlexanderHowl View Post
In GURPS, there is nothing realistic about a 2,000 metric tons container holding 150 metric tons of antimatter at TL11 and nothing feasible about having 150 metric tons of antimatter. In Ultratech, one milligram of antimatter requires a trap that masses 9 kg and costs $20,000 (one milligram of antimatter also costs $25,000). 150 metric tons of antimatter would require a 1.35 billion metric ton trap (costing $3 quadrillion) and would cost $3.75 quadrillion.
Which also still doesn't consider what happens when that container is broken, I don't want to do the math, but I wouldn't want to be anywhere near one of those ships.
Aldric is offline   Reply With Quote
Old 08-23-2019, 12:00 PM   #5
CarrionPeacock
 
Join Date: May 2018
Default Re: [Spaceships] Eclipse Phase Spacecraft

Quote:
Originally Posted by Aldric View Post
Which also still doesn't consider what happens when that container is broken, I don't want to do the math, but I wouldn't want to be anywhere near one of those ships.
I'd make sure my backups are up-to-date.
CarrionPeacock is offline   Reply With Quote
Old 08-23-2019, 01:08 PM   #6
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Spaceships] Eclipse Phase Spacecraft

Quote:
Originally Posted by Aldric View Post
Which also still doesn't consider what happens when that container is broken, I don't want to do the math, but I wouldn't want to be anywhere near one of those ships.
As long as the tons are metric the math is simple.

UT has 1 gram of antimatteer making a 43 kiloton explosion. Therefore a kilogram of antimatter is 43 megaton explosion and ton is a 43 gigaton explosion. Then 150 tons is 6.45 teratons of an explosion.

If you wonder you passed the combined nuclear stockpile of the US and the USSR at the peak of the Cold War when you went past 10 gigatons. You haven't quite caught up to the Chixulub dino-killer at an estimated 16 teratons but you get special bonus points for how much of your antimatter explosion in space is in gamma rays.

So Earth-Luna space and anywhere else that's inhabited is a no-go zone for antimatter destroyers. The only way the cure wouldn't be potentially worse than the disease was if you were being attacked with missiles that had 150 ton antimatter warheads.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 08-23-2019, 01:28 PM   #7
Rupert
 
Rupert's Avatar
 
Join Date: Aug 2004
Location: Wellington, NZ
Default Re: [Spaceships] Eclipse Phase Spacecraft

Quote:
Originally Posted by Eukie View Post
⅔ High-Thrust Antimatter Plasma Rocket (0.0013 G)
5x High-Thrust Antimatter Plasma Rocket (0.01 G)
A high-thrust antimatter plasma rocket should produce 0.02 G acceleration per unit. Thus the total should be .113G
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."
Rupert is offline   Reply With Quote
Old 08-23-2019, 01:43 PM   #8
Rupert
 
Rupert's Avatar
 
Join Date: Aug 2004
Location: Wellington, NZ
Default Re: [Spaceships] Eclipse Phase Spacecraft

Quote:
Originally Posted by AlexanderHowl View Post
In GURPS, there is nothing realistic about a 2,000 metric tons container holding 150 metric tons of antimatter at TL11 and nothing feasible about having 150 metric tons of antimatter. In Ultratech, one milligram of antimatter requires a trap that masses 9 kg and costs $20,000 (one milligram of antimatter also costs $25,000). 150 metric tons of antimatter would require a 1.35 billion metric ton trap (costing $3 quadrillion) and would cost $3.75 quadrillion.
In Spaceships, assuming that 'Matter/Antimatter' fuel is 50% of each, and that the matter is of negligible cost, antimatter costs $20 trillion per ton. That's about $22 million per gram (and ~$22,000 per milligram). Of course, a fuel tank to contain it costs no more than any other fuel tank, Spaceships not being super-detailed. Given the other prices for fuel, antimatter-catalyzed fuel includes about 0.9 milligrams of antimatter per ton, and antimatter-boosted fuel (what this ship is shown as using) includes about half a gram of antimatter.

This implies that the antimatter destroyer with 9,500 tons of fuel carries perhaps 10 kilograms of antimatter, and thus 'only' go up in a 430-megaton explosion if the antimatter containment blows.
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."

Last edited by Rupert; 09-06-2019 at 08:18 PM.
Rupert is offline   Reply With Quote
Old 08-23-2019, 02:22 PM   #9
Aldric
 
Join Date: Nov 2015
Default Re: [Spaceships] Eclipse Phase Spacecraft

Well, at least it's not 150 tons of antimatter.
Aldric is offline   Reply With Quote
Old 08-23-2019, 03:25 PM   #10
Eukie
 
Join Date: Dec 2013
Default Re: [Spaceships] Eclipse Phase Spacecraft

Fast Courier
Quote:
Originally Posted by Eclipse Phase
In a standard transport, a typical journey from Luna to Mars requires approximately three weeks, while a journey from Mars to Jupiter requires approximately four months. This is sufficient for most purposes, but occasionally characters need to take themselves or sufficiently valuable cargoes across the solar system in a matter of days or weeks, instead of weeks or months. Anti-matter drive fast couriers are vessels designed for this specific purpose. This vessel can travel from Venus to Mars in a week and from Mars to Jupiter in a month. The fast courier is the swiftest vessels currently made and is able to reach at much as one half of one percent of the speed of light. To manage this, this spacecraft must also carry 6 tons of antimatter in a 100 ton magnetic containment vessel. In an emergency, this containment facility can be jettisoned.
Quote:
Originally Posted by JSnead
Size: 75 m long, 13 m wide, 13 m high
Fully Loaded Mass: 1,000 tons
Empty Mass: 300 tons
Maximum Acceleration: (space) 0.2 Gs
Performance: Total Delta V of 1,600 km/sec (using anti-matter rockets)
Payload: 3 crew + 10 passengers in comfortable long-term occupancy, and 100 tons of valuable cargo
Code:
Front    System
[1]      Advanced Laminate Armor (dDR 10)
         Fuel Tank (33 tons providing 28 mps)
[2-4]    Fuel Tanks (each 50 tons providing 84 mps)
[5-6]    Cargo Holds (100 tons)
[core]   Control Room (C8, comm/sensor 6, 3 control stations)
         Habitat (12 bunks, 1 Luxury Cabin, 1 Mini-Nanofac, see notes)
Centre   System
[1]      Advanced Laminate Armor (dDR 10)
         Fuel Tank (33 tons providing 28 mps)
[2-6]    Fuel Tanks (each 50 tons providing 84 mps)
Rear     System
[1]      Advanced Laminate Armor (dDR 10)
         Fuel Tank (33 tons providing 28 mps)
[2-6]    5x High Thrust Antimatter Plasma Rocket (0.01 G)
[core]   Fuel Tank (50 tons providing 84 mps, see notes)
Code:
TL            10
Spacecraft    Fast Courier
dST/HP        70
Hnd/SR        -3/5
HT            12
Move          0.1G/924 mps
LWt.          1,000
Load          101
SM            +8
Occ           13SAV
dDR           10
Cost          565,000,000
Notes
The Fast Courier is TL11 for Complexity purposes (p. SS8-6).

The Fast Courier runs on antimatter-boosted hydrogen/water, for a refueling cost of $600M per tank. Since antimatter production in Eclipse Phase is mature and large-scale, it may be reasonable to lower this to the same cost as antimatter-catalyzed hydrogen/water, for $1M/tank.

As always, the exact habitat makeup is speculative.

Each of the two Habitat small spaces can be exchanged for 167 tons of extra cargo holds, reducing the cost by 300K each. (And an additional 1M if the Mini-Nanofac is removed.) This reduces occupancy to 3AV.

Each of the two Cargo Holds can be exchanged for 6 cabins, increasing the cost by 1M per system exchanged.

While Spaceships has all fuel tanks for antimatter-based fuels be treated as Volatile systems, it seems rather reasonable to allow the antimatter to be concentrated in a single system: in this case a [core] fuel tank. The other Fuel Tanks should therefore not be considered Volatile systems.

The three control stations can be removed for a 150K reduction in cost.

The Fast Courier can have the Self-Healing feature (p. SS7-22) for a +2M to cost.
Eukie is offline   Reply With Quote
Reply

Tags
eclipse phase, spaceships

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:07 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.