background image

 

 

Designer's Notes: GURPS Spaceships 

GURPS Spaceships is the first book in a planned eight-book PDF series. It focuses on spacecraft 
design, space operations, and space travel, with the intent of producing a player-and-GM friendly 
set of game mechanics to support GURPS Space that provides an alternative to the more complex 
GURPS Vehicles Design System and modular design systems. 

The first book on spaceships was actually twice as long as it was originally planned . . . but even so, 
a few sections were omitted for reasons of space, and some of these are presented below. (Others 
were moved to later books in the series, which will include both additional rules and plenty of 
sample spacecraft and discussion of different spacecraft classes.) 

Reaction Drives: Behind the Numbers 

The reaction drives in GURPS Spaceships are rated for their acceleration in gravities (G) per 
engine and their delta-V in miles per second (mps) per tank of reaction mass installed. Here's how 
these numbers were derived from real or speculative spacecraft engines. 

Acceleration (G): This is equal to 5% of the thrust-to-weight ratio of the engine. For example, if an 
advanced nuclear rocket engine is able to produce a thrust of two pounds for every pound that it 
weighs (a thrust to weight ratio of 2:1), its acceleration per engine system in GURPS Spaceships 
would be 0.05 × 2 = 0.1G. Sticklers for realism can include the weight of heat radiators and other 
important components, not just the engine itself. Delta-V per tank of reaction of mass (mps): This is 
derived from the specific impulse (traditionally abbreviated Isp) of the engine, a measure of space 
drive efficiency. To get delta-V in mps per tank of reaction mass divide specific impulse by 3,000 
(or alternatively, divide the exhaust velocity in meters per second by 29,400). For example, if a 
speculative nuclear rocket engine is known to have Isp 900, it would be rated for 900/3,000 = 0.3 
mps of delta-V per tank. (Alternatively, use exhaust velocity/29,400). 

Ares-Class Battle Cruiser (TL10^) 

"Manufactured in the Deimos navy yards, these sleek, wedge-shaped vessels were the pride of the 
Free Martian Navy. In the dark days after the Terran star fleet was lost at Second Jupiter, they 
carried the fight to the enemy systems, harassing convoys and outpost star bases. Their design 
harkened back to old wet navy battleships, with a powerful all-beam armament of varying sizes, 
including a large tertiary battery for defense against small craft. However, they suffered at long 
ranges against missile firing ships." 
-- Red Star Fleet: History of the Third Space War
 

This warship was originally supposed to appear in the sample spacecraft, but was cut to save space. 
It's an example of a limited superscience design: a very heavy cruiser-sized vessel is intended to kill 
destroyers and cruisers, and to raid commerce. Built with a SM+12 streamlined hull, it masses 
100,000 tons and is about 1,000 feet long. 

Front Hull 

Central Hull 

[1-3]     Nanocomposite Armor (total dDR 210).
[4-5!]    Major Batteries (each with a fixed mount 30GJ UV laser).* 
[6]      Tactical Array (comm/sensor 13).* 

[core]    

Control Room (Complexity 10 computer network, basic array with comm/sensor 11, 20 
control stations).*  

Page 1 of 5

Pyramid: Designer's Notes: GURPS Spaceships

2007-12-16

http://www.sjgames.com/pyramid/sample.html?id=6603

background image

Rear Hull 

* 10 workspaces per system. 
! high-energy system. 
!! high-energy system requiring 1-2 Power Points. 

Ares is designed with artificial gravity. Her basic complement are 190 crew: 20 control crew, 10 
turret gunners, 10 clerks, six scientists, 120 technicians, and three medics. 

Top air speed is 2,500 mph. 

Drive Hazards 

Antimatter plasma rockets and torches, fusion rockets and torches, super fusion torches, and all 
fusion pulse drives produce plenty of heat and hard radiation behind the spacecraft! Although the 
drives can be operated safely, environmentally conscious authorities are very likely restrict their 
operation near populated orbits or habitable worlds. This could either result in a total ban from use 
in inhabited areas, or it might just limit them to operations in out-of-the-way deserts, oceans, or 
high orbit. These drives may be LC2. 

Antimatter pion and antimatter pion torch engines, and (probably) total conversion and super 
conversion torches will produce directional and highly lethal energy beams. Their danger zone may 
extend for hundreds or even thousands of miles behind the vessel! Such engines are likely to 
banned from operation anywhere near a settled planet's space. Space ports may be placed on distant 
asteroids, or ships may require the equivalent of tug boats to boost them out far enough that they 
can safely use drives. LC1. 

Nuclear saltwater rockets and external pulsed plasma engines produce continuous or pulsed nuclear 
explosions outside the ship. If you take off from the ground with one of these drives, you'll be 
leaving behind a big radioactive crater . . . As above, but even more stringent restrictions: LC0! 

Ramscoops generate magnetic fields at lethal intensities in front of the vessel, likely covering 
hundreds or thousands of miles. They're also LC0. 

Space drives not listed above aren't free of hazard, but if properly operated aren't likely to raise the 
hackles of local spaceport authorities. However, there may be specific regulations ("make sure a 
mass driver uses very fine dust!") but these are likely to apply to any spaceship operations. 
Superscience reactionless drives and stardrive engines may be perfectly safe or have nasty side 
effects, at the GM's discretion. 

[1-
2]  

   

Nanocomposite Armor (total dDR 140). 

[3]      Defensive ECM.*  
[4!]     Secondary Battery (10 turrets, with 300 MJ rapid fire particle beams).* 

[5]      

Habitat (310 cabins, two briefing rooms, three labs, eight offices, four minifac fabricators, a 
30-bed sickbay, and 1,200 tons cargo).* 

[6!!]    Super Stardrive Engine (FTL-2)*. 

[1]      Nanocomposite Armor (dDR 70). 
[2-3]     Fusion Torch Engines (0.5G acceleration each).* 
[4!]      Major Battery (turret with rapid fire 3GJ UV laser).* 
[5-6]     Fuel Tanks (total of 10,000 tons hydrogen, total 30 mps delta-V reserve). 
[core]   Antimatter Reactor (four Power Points).* 

TL

 

   Spacecraft

 

   dST/HP   Hnd/SR   HT   Move   LWt. 

  Load   SM   Occ

  dDR

   Range   Cost

Piloting/TL10 (High Performance Spacecraft)

10^   

Ares-class 
Battle 
Cruiser

 

   

300

 

  

-2/5

 

   

13

 

   

1G/30 
mps

 

  

100,000

  

1,262

  

+12

  

620ASV

  

210/140/70

   

2× 

 

   

$18.864B

Page 2 of 5

Pyramid: Designer's Notes: GURPS Spaceships

2007-12-16

http://www.sjgames.com/pyramid/sample.html?id=6603

background image

The space combat maneuvers required to actually use high-energy reaction drives as weapon are 
covered in future volumes of the series. 

Spacecraft Systems Optional Rules 

A number of rules tweaks and options were developed late in the design process . . . some, like 
Cosmic Systems or water reaction mass, made it into the book; others came a bit too late to fit into 
the actual manuscript. 

Ramscoops: Magsail Braking 

If a ramscoop operating in interstellar space is activated at speeds above magsail velocitity (about 
375 mps) but below minimum the ramscoop velocity (about 1,800 mps) it functions as a magsail 
(GURPS Spaceships, p. 25) to decelerate the spacecraft. Thus, a ramscoop-equipped ship can use 
its field to (slowly) decelerate from high sublight speeds without using reaction mass. 

Handling of Multi-Stage Spacecraft 

The rules allow a multi-stage spacecraft's lower stages may be controlled from a Control Room in a 
smaller upper stage. However, it should also suffer a Handling penalty since the attitude thrusters, 
etc., are also less massive. (This was ignored in the basic rules, since most multi-stage spacecraft 
don't maneuver much until they've ejected all their lower stages, instead usually just boosting in one 
particular direction!) To determine the penalty, find the SM of the stage containing the control 
room. Compare that to the SM of the lowest stage it's still attached to. This gives the Hnd penalty. 

Example: A SM+8 spacecraft is a four-stage rocket. The last stage, with the Control Room, is a 
SM+5 spacecraft. While all four stages are attached, the spacecraft will suffer a -3 to Handling. 

Phased Arrays 

Advanced laser weapons may incorporate phased array optics, allowing a flat laser emitter 
composed of numerous cells that can project either a single powerful beam or multiple smaller 
beams, of variable intensity. 

Any major battery equipped with a fixed mount laser or ultraviolet laser may be designated a 
phased array. Phased arrays batteries appear two TLs later than usual (TL11 for laser and TL12 for 
ultraviolet lasers) and cannot be combined with the improved, rapid fire, or very rapid fire options. 
A phased array laser or UV laser has the option of firing as a rapid fire weapon at one-tenth output 
or as a very rapid fire weapon at 1/100 output. In addition, a phased array can, if it does not fire, 
perform the active sensor (ladar) or laser communicator functions (only) of an equivalent SM 
tactical array. 

Small Upper Stage [Front] (TL7) 

This is similar to an Upper Stage, but it takes up two systems in the front hull, rather than an entire 
six-system front section. The upper stage spacecraft will be two SMs smaller; for example, a 
SM+10 spacecraft has a SM+8 spacecraft as its small upper stage. 

(If a hit location roll indicates either of these two systems was struck, instead roll hit location and 
apply damage to the front hull of the upper stage spacecraft). Otherwise, use the normal rules for 
upper stages. 

Notes for Deck Plans 

GMs may wish to create deck plans for spaceships and space stations that follow the general design 
layout, with front, central, and rear sections divided into individual systems. Since spacecraft 
designs are based on their mass, the actual size of any system will vary somewhat due to 
differences in density. The table below shows the number of one-yard hexes per system: 

Page 3 of 5

Pyramid: Designer's Notes: GURPS Spaceships

2007-12-16

http://www.sjgames.com/pyramid/sample.html?id=6603

background image

Deck Plans Table 

Armor is "solid" spaceship hull. Cargo holds, fuel tanks, hangar bays, and open space systems will 
be 90% or more empty spaces, while habitats, and passenger seating will be 70-80% devoted to 
open space for the interiors of cabins, rooms, or corridors; the rest will be machinery. Factories will 
likely be about 50% machinery and 50% open space for assembly lines, etc. Most other systems 
will be 90% or more filled with machinery, with any remaining space devoted to rooms for 
workspaces, corridors, or ducts. One exception to the above are control room systems, in which (on 
larger vessels) most of the mass is distributed over the hull. A control room will generally take up 
at 3-5 hexes per control station; the rest of the mass is normally devoted to thruster and antenna 
systems outside the hull. 

Drop Capsules 

These tiny spacecraft are normally carried in hangar bays, though they may also replace 32cm or 
larger missiles and be carried in missile launchers. They are smaller than standard craft and have 
only attitude thrusters, but can reenter atmosphere as per Soft Landing System. See GURPS Ultra- 
Tech
 (p. 232) for detailed descriptions of their capabilities. 

Life Pod (TL9): Four-person escape capsule with 90 man-days life support. 

Drop Capsule (TL10): A basic landing capsule; not reusable; it breaks open a mile up to allow 
occupants (or packages) to descend via parachute, parawing, grav belt, etc. 

Stealth Capsule (TL10): As above, but packed with countermeasures with a stealth hull. Either treat 
as if it had three Defensive ECM systems, or use the more detailed rules in Ultra-Tech. LC2. 

Drop Capsules Table 

This article is provided FREE in support of a SJ Games product, but Pyramid runs many other 
articles each week that are available only to subscribers! Become a Pyramid subscriber today! 
You'll get access to our complete archive of Pyramid articles, plus the latest industry news, access 
to SJ Games playtest material, and more! 

 
 

Article publication date: September 28, 2007 

Copyright © 2007 by 

Steve Jackson Games

. All rights reserved. Pyramid subscribers are permitted to read this article 

Hull     Armor  

 

Other Systems

SM+5     neg.  

  2-3 

SM+6     neg.  

  3-5 

SM+7     0-2 

  6-15 

SM+8     2-5 

  16-50 

SM+9     6-15 

  51-150 

SM+10   16-50 

  151-500 

SM+11   51-50 

  501-1,500 

SM+12   151-500 

  1,501-5,000 

SM+13   501-1,500 

  5,001-15,000 

SM+14   1,501-5,000    15,001-50,000
SM+15   5,001-15,000   50,001-150,000

TL

   

Vehicle

 

   

dST/HP

   

Hnd/SR

   

HT

  

Move

  

LWt

  

Load

  

SM

  

Occ. 

  

dDR

     

Cost

 

9

     

Life Pod

 

   

5

 

   

-5/1

 

   

13

  

0.1G/0.3 mps

  

1

  

0.5

  

+2

  

4SV

  

2/10/2

   

$100K

10

    

Drop Capsule

     

5

 

   

--

 

   

13

  

--

  

1

  

0.5

  

+2

  

2SV

  

2/10/2

   

$10K

 

10

    

Stealth Capsule

   

5

 

   

--

 

   

13

  

--

  

1

  

0.3

  

+2

  

1SV

  

2/10/2

   

$50K

 

Page 4 of 5

Pyramid: Designer's Notes: GURPS Spaceships

2007-12-16

http://www.sjgames.com/pyramid/sample.html?id=6603

background image

online, or download it and print out a single hardcopy for personal use. Copying this text to any other online system or 
BBS, or making more than one hardcopy, is strictly prohibited. So please don't. And if you encounter copies of this 
article elsewhere on the web, please report it to 

webmaster@sjgames.com

 

Home

 - 

Subscribe!

Current Issue

 - 

Playtesting

-

Chat

-

Advertising

-

Index of Advertisers

 - 

Feedback

  

Page 5 of 5

Pyramid: Designer's Notes: GURPS Spaceships

2007-12-16

http://www.sjgames.com/pyramid/sample.html?id=6603