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Old 05-29-2010, 12:14 AM   #1
Tzeentch
 
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Default [Spaceships] Eclipse Phase Spacecraft Design

Spacecraft Design and Operation
“Pivo stuck to the portal, watching as they descended below the soot-filled layer of clouds and the Earth below came into view. They were in the atmosphere now, descending on a taut beanstalk stretched between the Earth and station above, a massive feat of engineering built from carbon nanotubes. The shuttle car crawled down the elevator cable, bringing them closer and closer to the ruined planet.

Earth’s atmosphere was now choked with a thick dust, the color of rust. The winds whipped over the planet’s surface with breakneck velocity, swirling dangerously in certain pockets. The world’s weather systems had been irretrievably ravaged by the Fall, when transhumanity had seemingly gone to war with a group of rogue AIs known as the TITANs. Bombs, raging fires, chemical attacks, biowar plagues, voracious nanoswarms -- even nukes -- had taken their toll. It was now an inhospitable place, gripped by nuclear winter. Some of the clouds were formed into unusual shapes, defying the high winds, even seeming to writhe as they moved -- the thriving descendents of self-replicating airborne nanoswarms, Pivo suspected. Who knew what other monstrosities waited for them below, evolved from the remnants of AI war machines?”

-- Firewall Archives, 10 AF

Eclipse Phase is set 10 years after transhumanity was almost wiped out in a genocidal conflict with the TITAN’s – self-improving seed AIs that had become infected with an alien virus. Earth was left a devastated hellhole, but the survivors have regrouped and adapted. A patchwork collection of hypercorp oligarchies, collectivist networks, and experimental societies has settled as far as the Kuiper Belt. Some brave (or foolish) groups have even followed the TITANs into the Pandora Gates, wormhole gateways the mad AIs created before vanishing.

This chapter discusses how Eclipse Phase spacecraft can be designed using the GURPS Spaceships rules.

Eclipse Phase Glossary
The following terms from Eclipse Phase are used in this book.
  • Destroyer: A heavily-armed military spacecraft.
  • Fighter: Small, usually unmanned, combat spacecraft.
  • General Exploration Vehicle (GEV): Multi-role vehicles that make extensive use of smart matter reconfigurable systems. Used for exploring beyond the Pandora Gates.
  • Large Lander and Orbit Transfer Vehicle (LLOTV): Surface to orbit cargo transport.
  • Scum Barge: Temporary habitats created to hold refugees fleeing Earth during the Fall.
  • Small Lander and Orbit Transfer Vehicle (SLOTV): Cheap orbital or Venusian “space truck.”
  • The Fall: The apocalypse; the singularity and wars that nearly brought about the downfall of transhumanity. Dates are referenced as Before Fall (BF) or After Fall (AF). The current year is 10 AF.


Design Guidelines
These guidelines explain how to use GURPS Spaceships to create spacecraft suitable for the Eclipse Phase setting.

Tech Level
Eclipse Phase spacecraft use a mix of TL9 to TL11 systems. Technology advanced a breakneck pace preceding the Fall, with humanity advancing from late TL8 to the edge of TL12 in less than 60 years. In addition, hundreds of ships built during the Fall were constructed of anything that was handy – creating patchwork designs that work . . . after a fashion.

Overall TL and Skill Requirements: A vessel’s overall TL is important with regard to use of technological skills. In general, any ship built after the Fall is TL11. Otherwise it’s treated as a TL10 design (even if it technically has a few TL11 assemblages).

Spacecraft Hulls
Except for a handful of bulk carriers, hull sizes beyond 3,000 tons (SM+9) are exceedingly rare for mobile spacecraft. On the other extreme, space habitats are often very large – 300,000+ ton (SM+13) stations are found everywhere. These facilities should be treated as locations, not Spaceships designs.

Spacecraft Systems
Most GURPS Spaceships systems of TL10 or less that do not rely on superscience (TL^) are available in the Eclipse Phase setting.

Superscience Systems: The occasional superscience relic (e.g. the Pandora Gates) left by the TITANs can be used, but not replicated.

Control Rooms
Most vessels employ some AI crew, so spacecraft often have either a reduced number of control stations or use smaller systems.

Jump Gate
Built by the TITANs, these devices are barely understood by transhumanity and may rely on TL12^ (or even TL13^) understanding of physics.

Reaction Engine, Nuclear Pulse
Pulse drives have been developed, but they were leapfrogged by advanced fusion rocket designs.

Reaction Engine, Fusion
The dominant for of space propulsion technology in Eclipse Phase.

Fusion Rocket: TL9 fusion rockets are common in older spacecraft, notably scum barges. TL10 and TL11 versions have replaced most competitor technologies in the Eclipse Phase setting.

Fusion Torch: Not available.

Super Fusion Torch: Not available.

Reaction Engine, Total Conversion and Antimatter
None of these engines are in regular use in Eclipse Phase.

Antimatter Plasma Rocket: Used in some destroyers, the cost of the antimatter fuel makes them uneconomical for general use. Their volatility also makes them unwelcome near manned habitats.

Robot Arm
Small craft should use telescoping robot arms (Spaceships 8, p. 00) instead.

Weapons Batteries
Ultraviolet lasers and electromagnetic guns are the standard weapons. Missile launchers typically use nuclear and antimatter warheads.

Design Features
Many vessels will use total automation. Spin gravity is common on manned vessels.

Unavailable Features: All superscience features are unavailable.

Methane and Ammonia Reaction Mass
Methane reaction mass (Spaceships 7, p. 21) is often used for Martian spacecraft.

Regeneration and Self-Healing
Self-Healing (Spaceships 7, p. 22) is used on most cutting-edge TL11 designs.

Design Switches
Exposed Radiators (Spaceships, p. 31) is standard.

Action
Use the GURPS Spaceships travel and combat rules.

Travel in the Solar System
All space travel uses the Newtonian Space Flight and Delta-V rules (Spaceships, p. 37). The Interplanetary Distances table in Transhuman Space (p. 51) is useful for estimating travel times.

Combat Scales
For most space actions, standard scale with 10 minute turns will be appropriate.


[Intro vignette taken from Eclipse Phase, courtesy of Posthuman Studios.]

Last edited by Tzeentch; 05-29-2010 at 12:34 AM. Reason: Removed Fusion Torch availability.
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