[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.
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TL 10The 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:
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TL 10The 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. |
Re: [Spaceships] Eclipse Phase Spacecraft
Standard Transport
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TL 10The 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. |
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.
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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. |
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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. |
Re: [Spaceships] Eclipse Phase Spacecraft
Well, at least it's not 150 tons of antimatter.
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Re: [Spaceships] Eclipse Phase Spacecraft
Fast Courier
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TL 10The 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. |
Re: [Spaceships] Eclipse Phase Spacecraft
Try the Stealthed Landing Pod from Firewall.
"This landing pod is 3.5 meters tall, 3 meters in diameter [volume = 873.7 cf; surface area = 507.2 sf], and has a mass of 3 [metric] tons [empty?] [SM+3]. In addition to room for six morphs [6 * 200 lbs. = 1,200 lbs. (0.6 sh tn) = 3.907 sh tn total [SM+3.2]], it features a cargo hold with room for up to 8 medium-sized* pieces of gear and numerous smaller items." *Medium size items are cumbersome to hold with one hand, ranging from the size of a 2-liter bottle to the size of a medium dog. They do not fit in pockets, but they may be concealed by larger coverings. Large = Roughly human-sized. Since it's so small, it might not even have seats (which is fine, because it's usually drifting). |
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So, one gram of antimatter possesses 90 TJ of energy content, which is the equal to 25 GW-H of electricity ($2.5 million worth of retail electricity at TL8). At TL11, antimatter is $25 million a gram, so the reaction mass probably contains 24 grams per metric ton. If we assume the same energy prices as TL8, the efficiency is 10%, meaning that you would need a 99.9% drop in energy prices for antimatter to be as cheap as you want. |
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What can you do with a GW-h? A human being possesses an average energy content of around 750 MW-h, so the energy content of a human being would be worth $75. Even at a 10% efficiency, you could make a human body out of raw elements for $750. One of the central elements of Eclipse Phase is the lack of resources to make physical bodies for digital entities, an element that could not realistically exist if energy was worth only $100 per GW-h of electricity. |
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Manufacturing capacity, not raw energy or common matter, is probably the actual limitation. |
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GURPS Spaceships Courier Morph: (1.5 m tall, lacks legs, has arms, metallic hydrogen rocket (accel 0.25 G, delta-v 8.2 mps), plasma sail (accel 0.01G, 3 months, delta-v up to 480 mps)) * TL10, Unstreamlined * Hull: SM+0: 0.1 ton (200 lbs), length 2 yards, dST/HP 3 * Design Switches: - Advanced Computers * Design Features: ? Self-Healing: $2,000 ? Stealth $5,000 ? Chameleon: $3500 ? Hardened armor: +$1500 * Systems: - 12x SM+0 fuel tanks: 0.06 tons (120 lbs) fuel ($360), delta-v 8.4 mps, $360 - 3x SM+0 Nanocomposite Armor, dDR 1, $500x3 = $1,500 - 1x SM+0 Control Room: Complexity 5, Comm/Sensor -1, 0 control stations, $200 - 2x SM+0 Robot Arm: $1,000*2 = $2,000 - 1x SM+0 Magsail: 0.001G, req 1 PP to turn on, $1,000 - 0.5x SM+0 Power Plant, MHD Turbine (1 PP for 12 hours), $50 - 3.75x SM-2 cargo bays: 3.75 lbs capacity - 1.25x SM-2 HEDM Rocket: $37.50, 0.25G accel * Total Cost: $5,147.50 to $17,147.50, $360 to refill tanks - cargo capacity 3.75 lbs, loaded weight 200 lbs, empty weight 76.25 lbs - air performance (up to .25 gees): 125 mph - active sensors: 0.5 light-seconds (93,000 miles), comm range 0.5 AU (46M miles) |
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