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Table of Contents
Rules changes
These are the basic rules “system” changes.
Hitpoints for objects
For machines and other complex objects use: Square root of (empty weight in kg*140)
For homogenous: double the number
If you have GURPS HP for something you can get the HP by: HP^(3/2)
Some hitpoints based on weight
closest to hp | Closest to weight | ||
---|---|---|---|
kg | hp | kg | hp |
0.0071 | 1 | 0.01 | 1 |
0.029 | 2 | 0.03 | 2 |
0.064 | 3 | 0.05 | 3 |
0.11 | 4 | 0.1 | 4 |
0.18 | 5 | 0.2 | 5 |
0.26 | 6 | 0.3 | 6 |
0.35 | 7 | 0.5 | 8 |
0.46 | 8 | 0.75 | 10 |
0.58 | 9 | 1 | 12 |
0.71 | 10 | 1.5 | 14 |
1 | 12 | 2 | 17 |
1.4 | 14 | 2.5 | 19 |
1.8 | 16 | 3 | 20 |
2.3 | 18 | 4 | 24 |
2.9 | 20 | 5 | 26 |
4.1 | 24 | 7 | 31 |
5.6 | 28 | 10 | 37 |
7.3 | 32 | 12 | 41 |
9.3 | 36 | 15 | 46 |
11 | 40 | 20 | 53 |
16 | 48 | 25 | 59 |
22 | 56 | 30 | 65 |
29 | 64 | 40 | 75 |
37 | 72 | 50 | 84 |
46 | 80 | 75 | 102 |
64 | 95 | 100 | 118 |
86 | 110 | 125 | 132 |
110 | 125 | 150 | 145 |
140 | 140 | 200 | 167 |
170 | 155 | 250 | 187 |
210 | 170 | 300 | 205 |
240 | 185 | 400 | 237 |
290 | 200 | 500 | 265 |
360 | 225 | 750 | 324 |
450 | 250 | 1 000 | 374 |
540 | 275 | 1 250 | 418 |
640 | 300 | 1 500 | 458 |
750 | 325 | 2 000 | 529 |
880 | 350 | 2 500 | 592 |
1 000 | 375 | 3 000 | 648 |
1 100 | 400 | 4 000 | 748 |
1 400 | 450 | 5 000 | 837 |
1 800 | 500 | 7 000 | 990 |
2 200 | 550 | 10 000 | 1183 |
2 600 | 600 | 12 500 | 1323 |
3 000 | 650 | 15 000 | 1449 |
3 500 | 700 | 20 000 | 1673 |
4 600 | 800 | 30 000 | 2049 |
5 800 | 900 | 40 000 | 2366 |
7 100 | 1000 | 50 000 | 2646 |
8 600 | 1100 | 70 000 | 3130 |
10 000 | 1200 | 100 000 | 3742 |
12 000 | 1300 | 125 000 | 4183 |
14 000 | 1400 | 150 000 | 4583 |
16 000 | 1500 | 200 000 | 5292 |
22 000 | 1750 | 300 000 | 6481 |
29 000 | 2000 | 400 000 | 7483 |
36 000 | 2250 | 500 000 | 8367 |
45 000 | 2500 | 700 000 | 9899 |
54 000 | 2750 | 1 000 000 | 11832 |
64 000 | 3000 | 1 250 000 | 13229 |
88 000 | 3500 | 1 500 000 | 14491 |
110 000 | 4000 | 2 000 000 | 16733 |
140 000 | 4500 | 2 500 000 | 18708 |
180 000 | 5000 | 3 000 000 | 20494 |
Space ship systems
The FTL drives: are 1pc/day/module at tl 9-10 and 1.5pc/dat/module at tl 11. Maximum speed 1pc/day at 9, 2 at 10 4.5 at 11.
Armor: All armor values for TL 9 are as spaceships, TL 10 are 1.5 times, TL 11 are 2 times. The more armor being more compact rules are in effect.
Shields: are ablative shields and increase in effect a lot at larger sizes.
Cloaking devices are available at TL 11. They are harder and hard to build as the size protected increases. The currently in the empire basic cost applies up to 300 tons, with 4* cost up to 3000 tons and 20* cost up to 10 000 tons, 100* cost up to 30 000 tons.
Smaller systems do not reduce ship HT.
Drives: hot and cold reactionless drives are abailable at TL 9. They have *2 effect at TL 10, and *10 effect at TL 11.