When determining what kind of technology is present in the campaign world, the GM should consider each of the seven branches of technology listed below and decide what constitutes the state of the art in each branch for that world. For example, if the GM intended to run a scenario set in the late twentieth century on Earth, the current state of the art in materials technology should be noted as Hypersonic Airframe. Once this is done, the GM should decide whether there are any devices listed prior to the current state of the art that do not exist in the campaign world. For example, if the GM intended to run a far-future scenario but did not want to include any gravity technology, then floaters, tractor/pressor plates, gravity drives and inertialess drives should be crossed off the technology lists. If the GM's world is based on a particular book or film, then determining the level of available technologies is a relatively simple task. If however the world is original to the GM, they must be careful not to introduce inconsistencies into their world by choosing state of the art devices which are wildly out of place with each other. A society which uses fusion reactors for power is unlikely to use flintlocks and muskets for weapons. Conversely, the GM is free to design a society which has developed one branch of technology better than another. For example a culture that depends almost entirely on biotechnology or an extremely peaceful society with poorly developed weapons technology. The tables only consider technological developments that require some level of industrialisation. Some societies that possess little or no industry will not rate on some or all of the tables. Thus a fantasy-based world could be designed by the GM without reference to this chapter.
4.1.1 Understanding Devices
Made on d% to see if a particular character has any grasp at all of the basic function of a device of a higher state of the art than they are used to. The roll required is four times the sum of the character's Intuition and Logic, minus 25% for every level above the state of the art which the character is familiar with. If the character makes this roll, they have gained some idea of what the device is for and this should be compared is possible to something within the character's experience. It does not allow a full understanding of the device's operation, which must be found through instruction or trial and error.
Characters may invent devices that are above the current state of the art. The GM must first decide which theoretical skills and practical skills are relevant to the task. If a prototype is to be constructed, the character must make a skill roll against whichever practical skill that the GM decides is most relevant. To determine whether the device actually works, the character must make a roll against the skill in which they have the lowest percentage out of the relevant theoretical or practical skills. This percentage is divided by the number of levels that the device is above the current state of the art. For example, a character living in a Victorian world in which the Waterscrew is the current state of the art, wishes to invent a time machine. The GM decides that physics is the relevant theoretical skill and electronics the relevant practical skill. The character has 75% in physics and 80% in electronics. He must first make a successful electronics roll to construct a prototype. His physics skill is the lower of the two and a time machine is 29 levels beyond the current state of the art. The chance of the machine actually working is therefore 75/29, or rounded to the nearest percentage, 3%.
4.2 The Seven Branches of Technology
The seven tables shown below may be used to determine the current states of the art in the GM's world.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Temporal communicators |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This includes computers, communications and sensing devices, three areas of technology which tend to feed of each others development.
4.3.1 Computers
Processors
Processors may be used to replace human operators of equipment or vehicles. The masses and costs given are those for a processor capable of replacing one human operator.
Memory
Size is given in terms of pages of typical data (e.g.. pages in a book).
Controls
Features such as keyboards, voders, virtual reality etc. as well as such things as artificial intelligence become available with developments in processor technology and should be included in the description of the system.
Software
Normally a computer system is installed for a specific purpose, and the software on that system will be tailored to that purpose. For example, the brain of a robot will be programmed with software necessary to control all the equipment built into the robot. This is taken into account by the calculation of the size of a processor. The basic software for the task for which the computer was designed is included with the processor. Enhancements or changes to existing software call for Computing skill rolls.
|
|
Controls | Size (Kg) | Memory | Size (Pages) |
| Mechanical | Mechanical Levers | 10,000 | Punched Cards | 0.01 per card |
| Electronic Valves | Punched Cards/Tape | 1,000 | Punched Cards/Tape | 0.04 per card |
| Semiconductors | Keyboard/Voice | 10 | Magnetic Disk/Tape | 720 per disk |
| Optical | Virtual Reality/Interface | 1 | Optical Disk | 65,000 per disk |
| Bio-chips | Artificial Intelligence | 0.1 | Magnetic Bubble | 10^9 per chip |
| Nano-computers | Artificial Intelligence | Negligible | Molecular Tapes | 10^18 per cm^3 |
4.3.2 Communications
Wired communications networks
Wired networks include telegraph, telephone and videophone systems. By their nature such devices tend to be part of permanently installed systems and their availability depends on the GM including them in the game background. Mobile telephones and videophones should be treated as radios that can access the permanent network.
Beamed communications
Beam communicators include radio, laser, sub-space, and temporal systems. If the distance between two beam communicators of the same type is less than the sum of their ranges, then communication is possible. For example, if one radio unit had a range of 100Km and another had a range of 50Km, then communication would be possible if the two radios were within 150Km of each other. In the case of temporal communicators, the range is measured in years, and the range in kilometres is irrelevant.
Radio
Multiply the mass of the radio in kilograms by 10 to give the range in kilometres. Radio signals are broadcast in all directions and can be received by anyone in range with the correct equipment who is listening on the right frequency.
Laser communicators
There must be a direct line of sight between the two communicators. Lasers use a directed beam which can only be received by equipment in the line of that beam. The range in kilometres is equal to the mass of the laser in kilograms.
Sub-space radio
Multiply the mass of a sub-space radio in tons by 10 to give its range in light years. Unlike radios and lasers, sub-space radio is not limited by the speed of light. Sub-space radio signals travel at 1 million times the speed of light. A message will therefore take approximately 30 seconds to travel one light year. Sub-space signals are broadcast and, like radio, can be picked up by anyone with the right equipment who is listening on the correct frequency.
Instantaneous communicators
An instantaneous communicator can contact any other instantaneous communicator regardless of range, with no time lag. They weigh 1 ton.
Temporal communicators
These allow communications between two different times. The mass of the communicator in kilograms is equal to its range in years. Two separate units in different times are required for full communication, although a single unit can allow viewing of another era.
4.3.3 Sensing devices
When a sensing device is specified with a range, this is the range at which a vehicle-sized object can normally be detected. If an object is within the range of a sensing device, the operator should make a skill roll against appropriate skill, which will normally be their Survey skill, but in some cases will be their Astronomy skill, or whatever the GM feels to be appropriate. Modifiers should be applied if the target vehicle is particularly large (longer than 50 metres) or small (shorter than 10 metres). Other modifiers may be applied if the sensing device used is radar or sonar and the target is equipped with Stealth, or if the sensing device is a telescope and the target is equipped with Mimetics. Stealth and Mimetics are described in 4.8.3, Vehicle Equipment.
Telescopes
Telescopes are initially optical only. When infrared and ultraviolet cameras become available, telescopes which also operate at those wavelengths can also be built. Large telescopes have a diameter of 1 metre for every five tons mass. Telescopes must be pointed accurately at the target for a clear image to be obtained. They are therefore not very good for scanning large areas all at once, unlike radar and sonar.
Radar
Radar works by sending out a radio signal in all directions and detecting the echoes sent back by the target. Radar can also be used in a passive mode, to detect the pulses sent out by other radar systems and the natural radio signature of the target. The range given in the table below is for active radar. In a passive mode, radar has 1.5 times this range, but will only detect other transmitting radar systems or radio communications transmitted by the target.
Sonar
Sonar is the equivalent of radar for use underwater, where sound propagates much better than in the atmosphere. Sonar can also be used in a passive mode, to detect the natural sound signature of the target. The range given in the table below is for active sonar. In a passive mode, sonar has 1.5 times this range, but will only detect other transmitting sonar systems or sounds naturally produced by the target, such as the noise produced by propellers.
Magnetometer
Used to measure magnetic fields, and can detect metal objects by the way in which they disturb the local magnetic field. A magnetometer is completely passive, and is unaffected by Mimetics. It cannot be used to detect vehicles that do not have a metal bodyshell.
|
|
Mass (Kg) |
| Magnetometer | range in metres |
| Telescope | 0.1 of range in kilometres |
| Searchlight | 5 |
| Microphone | 0.1 |
| Radiation Detector | 0.5 |
| Television Camera | 0.5 |
| Radar | range in kilometres |
| Sonar | range in metres |
| Infrared Camera | 0.5 |
| Ultraviolet Camera | 0.5 |
| Light Intensifier | 0.5 |
| Motion Detector | 0.5 |
| Chemical Sniffer | 1 |
4.4.1 Materials
Only the broadest possible categories of materials are given here, since a full description of materials technology would be nearly endless, and not particularly useful to the GM. The table below is used in conjunction with the vehicle design system described in the transport section. The figures for % of vehicle are the minimum required masses used when calculating bodyshell masses. Increased armour may be given by increasing this percentage. For example, a double steel bodyshell would weigh 20% of the total vehicle mass and give an armour value of 10.
|
|
|
|
|
|
5 | 5 |
| Steel | 5 | 10 |
| Plastics | 5 | 2 |
| Carbon Composites | 5 | 2.5 |
| Plasteel | 5 | 1.5 |
| Force Fields | 70 | 10 |
Force fields
Force fields may be used in addition to rather than instead of another type of bodyshell. For example a starship could have a single plasteel hull and a force field installed. When the force field is turned on the total armour value of the vehicle would be 75. Even stronger force fields can be built by increasing the percentage of vehicle mass devoted to them, as with other bodyshell types. See the military section for a description of force field technology.
4.4.2 Bodyshell types
The table below shows the various bodyshell types available. The multiplier is used with the percentage figure given in the materials table in calculating the required percentage mass of the bodyshell of a vehicle. The design limit is for travel within an atmosphere similar to Earth's or through water. Handling is used to determine the overall handling of a vehicle, as described under 4.8.1 Vehicle Design.
|
|
Multiplier | Design Limit (Kph) | Handling |
| Frame | 0.1 | 100 | 8 |
| Floatation hull | 1 | 100 | 10 |
| Box | 1 | 150 | 8 |
| Airship | 5 | 300 | 9 |
| Submersible | 3 | 100 | 8 |
| Streamlined | 1 | 750 | 10 |
| Subsonic airframe | 1.5 | 1,000 | 11 |
| Hydrofoil hull | 1.25 | 500 | 11 |
| Supersonic airframe | 2 | 3,000 | 15 |
| Hypersonic airframe | 2.5 | 18,000 | 16 |
Heatshields, radiation hardening, stealth and mimetics technology are described under 4.8.3 Vehicle Equipment.
Submersibles
Due to the thickness of a submersible hull, the armour value of this type of bodyshell should be multiplied by 3.
4.5.1 Drugs
When administering medical drugs, the character should make a First Aid roll. A failure implies that insufficient dose has been applied and there is no effect. A fumble implies an overdose has been given. Unless otherwise stated, when an overdose occurs the drugs listed below should be treated as lethal poisons with a strength of 0 and a cycle time of 1 hour. Refer to 5.11, the Poisons section of Chapter 5, Mechanics, for applying the effects of overdoses. . Some of the drugs listed below have an addiction factor. When one of these drugs is taken, the character should make an opposed roll of Health x3 against the addiction percentage given for the drug. If they fail, they must receive regular doses of the drug at least every 48 hours or suffer withdrawal symptoms. Withdrawal is treated in the same way as overdose, and lasts at least 1d6 days, until the drug is removed from the characters system.
Adrenaline
May be injected to revive a character who has become unconscious. The effects last 15 minutes, after which normal recovery rules are applied. Adrenaline can also be used as an anti-radiation drug. It gives a 0.5 multiplier when determining the number of rads of radiation exposure. See section 5.6 Death by Radiation, of Chapter 5, Mechanics, for applying radiation damage. Adrenaline may be administered prior to or within 6 hours after exposure.
Antiagathics
Negates the effects of ageing. Booster shots are required every year. Addiction factor 50%.
Antibiotics
Antibiotics give a -40% modifier to the chance of infection, as described in section 5.12, Diseases and Infections, of Chapter 5, Mechanics. Ignore the effects of overdose, unless a character takes alcohol within 24 hours of taking antibiotics, in which case apply the results of overdose as described above.
Antirad
Gives a 0.1 multiplier when determining the number of rads of radiation exposure. See section 5.6 Death by Radiation, of Chapter 5, Mechanics, for applying radiation damage. Antirad may be administered prior to or within 6 hours after exposure.
Antitoxins
When first introduced, antidotes and antitoxins must be specific to a particular toxin or poison. When Cell Repair becomes available, broad-band antitoxins come into use, which may be applied to almost any toxin or poison. Antitoxins give a -75 modifier to poison severity, as described in 5.11, the Poisons section of Chapter 5, Mechanics.
Antivirals
When first introduced, antiviral agents must be specific to a particular disease. When Cell Repair becomes available, broad-band antivirals come into use, which may be used against almost any disease. Antivirals give a +50% modifier to the opposed recovery roll of x3 Health against disease strength, as described in section 5.12, Disease and Infection, of Chapter 5, Mechanics.
Cell Repair
Cell repair therapy involves the injection of microscopic mobile programmed robots called nanites into the body. The nanites actively repair damaged cell structures. This rapidly speeds up the healing process, and can even regenerate destroyed limbs or organs. After their work is done, the nanites deactivate and leave the body naturally. The healing times described in section 5.10 of Chapter 5, Mechanics should be measured in days instead of weeks if the character has been given cell repair therapy. For example, a character has lost a hand. Full recovery using cell repair therapy will take 10 days. After 4 days the wound is still very painful and should not be used. After another 3 days it may be used carefully, and the following day it may be used normally, and the day after that only occasional twinges of pain are felt.
Metafast
Acts as an antidote to Metaslow, speeding up the characters metabolism to normal. When administered to a character not on Metaslow, their Movement rate and Initiative in combat are both doubled. Other characters have the appearance of moving in slow motion to someone on Metafast. The effects last 1 hour, after which the character will sleep for 2d6 hours. Addiction factor 25%.
Metaslow
Acts as an antidote to Metafast, slowing the characters metabolism to normal. When administered to a character not on Metafast, it puts them into a coma for 2d6 days, during which their metabolism slows down to one hundredth of its normal rate.
Painkillers
May be used to negate the effects of pain as a result of injury. The physical consequences of the wound still remain. For example, if a character receives a Wound result in combat, painkillers may be used to reduce the pain, but there is still a 50% chance of increasing the Wound to a Maim if the wounded area is used. Addiction factor 1%.
Psiboost
Triples the characters Willpower stat. The effect last 12 hours, after which the character will sleep for 2d6 hours. Willpower may well be increased above the normal species maximum by Psiboost. Addiction factor 50%.
Memory Boost
Triples the characters Memory stat. The character will effectively have a photographic memory, able to recall every detail of what they experience whilst the drug lasts. Memory may well be increased beyond the normal species maximum by Memory Boost. The effects last 12 hours. After the effects wear off, the characters Memory stat, and their chance of recalling events, returns to normal. Addiction factor 20%.
Sedatives
Puts a character to sleep for 2d6 hours. Addiction factor 5%.
Steroids
Increases a characters Build stat by 2 for the next month. Additional doses within that time have no effect. A characters Build may be increased to beyond the normal species maximum by using steroids. Addiction factor 10%.
Stimulants
May be administered to revive a character who has become unconscious. The effects last 1 hour, after which normal recovery rules are applied. When a healthy character takes stimulants, their Movement rate and Initiative in combat are both increased by 1d6, and the character may ignore Stuns. The effects last 1 hour, after which the character will sleep for 2d6 hours. Addiction factor 10%.
Toxins
Various toxins are described in 5.11, the Poisons section of Chapter 5, Mechanics. The rules given there assume that a sufficient dose has been applied to harm the character.
Tranquillisers
Will calm an hysterical character and help to alleviate the effects of shock. Specifically, the results of an Hysteria or Berserk result on the Shock table can be negated with tranquillisers. Addiction factor 2%.
Truth Serum
Truth drugs may be injection or inhaled. The character should make a x2 Willpower roll. If the character fails, they must answer all questions truthfully for the next 15 minutes. If they succeed, they may restrict their answers to one-word answers. If they roll a critical result, they simply babble nonsense. Truth drugs are poisons. In addition to any other effects, the GM should apply the results from 5.11, the Poisons section of Chapter 5, Mechanics, even when a correct single dose is applied.
Prosthetics
Corrective eye lenses (glasses) can make a character's Eyesight stat that is below average equal to the species average. Hearing aids can do similar things for defective Hearing. Both types of device become increasingly sophisticated as technology improves (e.g.. contact lenses). GM 's running games with more advanced technology should consider the possibility of corrective surgery, which can cure almost all such disorders. For powered limbs and similar devices, see section 4.8 on Transport and vehicles.
X-ray scanners
An x-ray scanner can take photographic plate negatives showing the bone structure of the patient, and, with a successful surgery skill roll, allow limited interpretation of problems relating to the organs and tissue. An x-ray scanner weighs 100 Kilograms.
MRI scanners
A Magnetic Resonance Imaging scanner gives a complete real-time three-dimensional internal picture of the patient. The scanner usually includes a dedicated computer to analyse and display the results of the scan. When first introduced, MRI scanners are used only for medical applications. At higher states of the art, these types of scanners may be used to analyse the internal structure of almost any type of object or structure. An MRI scanner weighs 1 ton.
Cloning
The production of identical genetic copies of an individual organism. The resulting organism will have the same stats and appearance as the original. A cloned human will develop according to the background in which they are brought up, like anyone else. Thus a clone may be generated as a character by copying the stats from the parent but generating the skills as normal.
Hybridisation
Crossbreeding within the same species, whether of plants or domestic animals, requires no special technology. However, as biotechnology improves, crossbreeding between two entirely different species of plant or animal becomes possible. The character should select the two species involved in the crossbreed. The GM should determine the stats of the creatures involved and average them to determine the stats of the crossbreed, or Chimera. The exact appearance and behaviour of the chimera should also be decided by the GM, based on the two original parents. Negative modifiers to the die roll should be made for attempting to cross widely differing species. Some experiments may result in crippled crossbreeds, as reflected by the stats.
Organic Covering
The covering of a machine such as a robot with an artificially grown organic outer skin. This can be used for example to make a robot virtually indistinguisable from a human.
Genetic engineering
The full scale manipulation of a species' genes. The player should decide which species will be the basis of their experiments. The GM should add together the average stats for that species with the average lifespan in years. The resulting number may be redistributed amongst the stats and age of the creature. For example, the primary stats of a human are all 15 and the average lifespan of a human is 80. The number of points therefore available for manipulation for a human (using only the primary stats) is 170. If the resulting organism is to have a lifespan of only 26 years and all the primary stats are to equal, then each primary stats will be at 24. No stat may be reduced below 1 or increased to more than twice the original species maximum. Genetically engineered organisms grow and learn at the same rate as other organisms. Thus a genetically engineered human will acquire skills in the same way as other humans. If the bioengineering character fails their skill roll only marginally, the GM may decided to give their creation some form of disability rather than declare that it has died outright. Details such as skin colour etc. may be specified if the player wishes (and they make an additional skill roll), or they may be allowed to fall randomly.
Cryogenic hibernation
A combination of near-freezing and drugs which allows someone to effectively hibernate without ageing for long periods of time. A hibernaculum sufficient to take one person weighs 500 kilograms.
Implants
This is a more advanced version of prosthetics, in which the hardware is surgically implanted in the body and responses directly to nerve impulses. A variety of devices may be implanted, the major limiting factor being the GM's discretion. Pistols or melee weapons may be implanted in arms, sensing or communication equipment (if small enough!) may be implanted in the head, entire limbs may even be replaced. A computer or vehicle interface may be implanted which allows the character to plug directly into a computer or vehicle, giving a modifier to skill rolls. A computer interface also gives an increase to the characters initiative when operating inside a computer system. A vehicle interface gives an increase to initiative for the purposes of vehicle combat. A software interface allows a character to plug in a specialised software "chip" (one per interface socket) that will have a skill percentage between 10% and 75%, as decided by the GM. Use the Character's skill level or that or the software - whichever is highest.
|
|
Notes |
| Melee Weapon | See Appendix to Chapter 2 |
| Pistol | See Appendix to Chapter 2 |
| Sensing Gear | See 4.3, Information technology |
| Communication Gear | See 4.3, Information technology |
| Computer Interface | +20% Computing/+5 Initiative |
| Vehicle Interface | +20% Transportation Skill/+5 Initiative |
| Software Interface | +10-75% Skill |
Hypnotic Teaching
Each 12 hour session is equivalent of 1 month Training in one skill. The treatment requires the services of a hypnotist as well as a teacher as per normal training. All physically-orientated skills (e.g. Brawling, Acrobatics) are treated as Study rather than Training.
Stasis Field
Effectively isolates everything that is within the influence of the field from the outside world, thereby "freezing" everything inside the field. Within the field, time is slowed to such an extent that it effectively stops. If the field is turned on for several hours or even years (as seen by someone on the outside) then from the point of view of someone within the field, less than a second will have passed. This makes the field an excellent method for preserving objects etc. The interior of the field is also cut off from all forces such as gravity and inertia. This makes it a perfect safety device in crash situations or at times of high acceleration (except that the crew will be cut off from the outside!). Stunclubs will not penetrate a stasis field. Energy weapons such as disintegrators, lasers, plasma and particle beams will attack the surface of a stasis field. Other weapons such as most melee weapons, Ballistic weapons, bows etc. will pass through a stasis field as if it isn't there, but will immediately come under the influence of the field. This means, for example that a bullet could be fired at someone who is inside a stasis field, but as soon as the bullet enters the field it will stop dead (from the point of view of those outside). When the field is turned off, the bullet will continue towards the target, with all its original speed. A stasis field is usually translucent.
Mind Transference
A mind transference device is a complete interface between a computer and a conscious mind. Once a subject is connected to the device, sections of memory may be viewed, or the whole mind transferred or copied within the computer. Note that this requires advanced computer technology as described under section 4.3 Information technology. If two minds are linked to the machine, their minds may be swopped. Each character retains their own skills, but receives the stats of the other together with their body.
Weapons and types of armour are described in the appendix to Chapter 2, Combat.
Only potentially mobile power sources have been given performance figures below. Fixed sources of energy, such as geothermal and hydroelectric power, are of course possible, but their efficiency depends on the site chosen and therefore their use should be left up to the GM. The table below is used in conjunction with the vehicle design system in the transport section. Power is given in Megawatts of energy per ton of power plant. Fuel consumption is given in tons of fuel per Megawatt-hour. Thus a one ton steam engine will produce 50 Kilowatts and 40Kg of coal will run it for 1 hour. The fuel consumption figures given below assume that the powerplant is being run at maximum power output.
|
|
Power | Fuel Consumption | Fuel Type |
| Human | 0.027 | 0.06 | Food |
| Horse | 0.04 | 0.2 | Food |
| Steam | 0.05 | 0.8 | Coal or Wood |
| Internal Combustion | 0.2 | 0.12 | Petrol or alcohol |
| Batteries | 0.3 | 0 | None |
| Gas turbine | 0.4 | 0.2 | Kerosene |
| Fission | 0.8 | 4*10^-8 | Plutonium or Uranium |
| Jet Turbine | 0.7 | 1.45 | Kerosene |
| Solar Electric | 0.002 | 0 | Direct Sunlight |
| Fuel Cell | 0.5 | 0.4 | Hydrogen & Oxygen |
| RTG | 0.045 | 2.5*10^-4 | Plutonium |
| MHD Turbine | 0.6 | 0.3 | Hydrogen & Oxygen |
| Superconducting batteries | 0.6 | 0 | None |
| Fusion | 1 | 1*10^-8 | Deuterium |
| Antimatter | 1.2 | 2*10^-11 | Hydrogen & Antimatter |
Humans and Horses
These are included in the table because they may be considered as power plants in various horse-drawn or man-powered vehicles. When installed in a vehicle, their weights count as part of the vehicle weight, since they must also propel themselves along with the vehicle. In combat, the top speed of a human or horse-drawn vehicle such as a stagecoach or ricksaw is limited to the combat speed of a human or animal, as derived from their stats. This does not apply to human or animal powered vehicles which do not rely or the animal or human running, such as a bicycle or rowing boat.
Steam
Fuel is burned to heat a boiler full of water and the steam produced is directed by pipes into pistons, where the expanding vapour is converted into mechanical power.
Internal combustion
The typical twentieth-century car engine, in which petrol is ignited inside a piston and the resulting expanding gas moves the piston.
Batteries
One ton of batteries will supply 0.3Mw for 1 hour, or 0.15Mw for 2 hours, and so on. Batteries are normally designed for a minimum discharge time of 1 hour.
Gas turbine
Expanding hot gases from burning fuel are directed against the blades of a turbine instead of the face of a piston.
Fission
A core of radioactive fuel held in a graphite matrix undergoes a controlled nuclear reaction. The fuel consumption figure given is so low that for game purposes it is unlikely that a fission plant will require refuelling.
Jet turbine
The typical "jet engine", may be combined with turbo-fans, airscrews (to form turbo-props), rotors, tilt-rotors, tilt-jets or even wheels in the vehicle design system.
Solar electric
These have no fuel requirement, but must be in direct sunlight in order to function. The solar panels have an area of 60 square metres per ton, including supporting structure.
Fuel cell
Hydrogen and oxygen are combined in the reverse process to electrolysis and electricity is produced. Water of drinkable quality is produced as a by-product.
RTG
Radioisotope thermoelectric generator. This is essentially a thermocouple in which the heat is provided by a radioactive source. The fuel consumption figure given is very low, and RTG are normally one-use devices, being replaced entirely when their fuel is consumed.
MHD turbine
Magnetohydrodynamic turbine. A fast-moving stream of charged particles is directed through a tube surrounded by magnetic coils, and electrical energy is produced as a result.
Superconducting Batteries
The development of room-temperature superconducting materials allows the construction of a highly efficient batteries with greatly improved capacity. Unlike normal batteries, which will slowly leak their charge over a long period of time, superconductors will hold their charge indefinitely. One ton of superconducting batteries will supply 0.6Mw for 1 hour, or 0.3Mw for 2 hours, and so on. Batteries are normally designed for a minimum discharge time of 1 hour.
Fusion
At temperatures in excess of 1 million degrees, deuterium is fused with other forms of hydrogen to form helium, and large quantities of heat are produced. This is the process that occurs inside stars. The fuel consumption figure given is so low that for game purposes it is unlikely that a fusion plant will require refuelling.
Antimatter
Quantities of ordinary hydrogen are combined with anti-hydrogen and the two fuels destroy each other completely on contact, converting their mass into energy. The fuel consumption figure given is so low that for game purposes it is unlikely that an antimatter plant will require refuelling.
4.8.1 Vehicle Design
Vehicles include all self-propelled technological devices, including cars, ornithopters, starships, robots, time machines etc. All vehicles are designed by considering the following ten components in turn:
1. Bodyshell
A material and a bodyshell type should be chosen from the materials section. To find the total mass of the bodyshell, multiply the percentage given on the materials table by the multiplier given on the bodyshell table. Record this percentage and use it to calculate the actual mass later. The armour value of the bodyshell, as calculated from the materials section, should also be recorded. Due to the thickness of a submersible hull, the effective armour value of this type of bodyshell should be multiplied by 3. Each bodyshell type has a design limit for maximum speed in atmosphere. This should also be recorded.
% Bodyshell mass = Material % * Bodyshell multiplier
2. Propulsion
This is the main method by which the vehicle moves. The propulsion system will define what kind of vehicle is being designed - if the main propulsion system chosen is a hovercraft, the vehicle will not function well as a spacecraft. More than one propulsion system may be fitted if the GM thinks the propulsion types are compatible and all requirements such as power supply are satisfied. Most propulsion types require a set percentage of the total mass of the vehicle, as shown on the propulsion table. This percentage should be recorded and used later to determine the actual mass of the propulsion system. Sails, solar sails, hydrogen ramjets, solid rockets and chemical rockets require a percentage of the total mass of the vehicle as given by the equation below. This is shown as "P/E" on the Propulsion table.
| % Propulsion mass = | Performance |
| Efficiency |
Performance is chosen by the designer and will be measured in Kph for sails and G's for solar sails, hydrogen ramjets, solid and chemical rockets. Performance may be limited by the bodyshell type already chosen. Efficiency is taken from the propulsion tables. The maximum change of speed that a vehicle can make in one combat round is calculated from the vehicle's performance, as shown on the acceleration table in section 4.8.5.
3. Propellant
This component is only included if the propulsion type chosen is some form of rocket. Propellant is the material expelled backwards by the rocket in order to provide forward motion. The designer should decide what percentage of the total mass of the vehicle is devoted to propellant. The delta-v for the chosen quantity of propellant is given on the propellant table and should also be recorded.
4. Powerplant
Most vehicles will require some form of powerplant, taken from the power section, to provide power for the propulsion system. Some propulsion systems require a specific type of power plant, as given in the propulsion type descriptions. Sails, solar sails, hydrogen ramjets, solid rockets and chemical rockets do not require a powerplant. Power required for propulsion is calculated as a percentage of the total vehicle mass and the actual tonnage required is not calculated until later. The percentage mass of powerplant required for propulsion is given by the equation below:
| % Powerplant mass = | Performance |
| Power * Efficiency |
Performance is decided by the designer, and is measured in either Kph or G's, depending on propulsion type. Performance may be limited by the bodyshell type chosen previously. Power is taken directly from the powerplant table. Efficiency is taken from the propulsion tables.
5. Fuel
Distinct from propellant, fuel is burned by the powerplant to provide on-board power. The type of fuel for each powerplant type is given in the power technology section. Obviously, if a vehicle does not have a powerplant, it will not require any fuel. The weight of fuel carried is calculated as a percentage of total vehicle mass and is given by the equation below:
% Fuel mass = Endurance * Fuel consumption * Power * % Power mass
Endurance is the number of hours the powerplant may be run without refuelling. Fuel consumption and Power are taken from the powerplant table. % Power mass is the percentage devoted to power for propulsion and was calculated in the powerplant step. Endurance is calculated assuming that the powerplant is being run at maximum output at all times. In certain cases, such as a long-distance airliner, the actual endurance could be up to twice this figure.
6. Equipment
Sensor equipment, mechanical arms, communications gear and weaponry are some of the things which could be mounted on a vehicle. The main restrictions are cost and weight. Equipment is assumed to either draw spare power from the powerplant or to have it's own small self-contained power system.
Communications and sensing gear should be taken from the information technology section. Weaponry should be taken from the military section. Other equipment may be taken from the equipment table. Some equipment has a set weight but some has a weight given as a percentage of vehicle mass, in which case the actual mass of the equipment will not be known until the final step.
7. Cargo
The amount of cargo carried (in tons) by the vehicle is also decided by the designer. Other vehicles may be carried as cargo. The weight of carried vehicles should be included in the cargo capacity of the vehicle being designed.
8. Passengers
The number of passengers carried by the vehicle is decided by the designer. Each passenger carried on a vehicle requires either simple seating with a mass of 0.1 tons (including the passenger), or an acceleration couch with a mass of 0.25 tons (including the mass of the passenger), or a cabin massing 3 tons. Acceleration couches are used in aircraft and spacecraft, and are fitted with ejection seats. Cabins must be used on long distance vehicles, whenever the passengers are expected to remain on board for more than one night. Larger cabins may be installed as luxury quarters. If the GM feels it is appropriate, cabins may be treated as double occupancy (one 3 ton cabin accomodating two passengers)
9. Crew
The number of crew required to run the vehicle is calculated from the components defined above. Each vehicle requires one pilot/driver/helmsman (the terminology varies) and enough crewmen to operate all on-board equipment, i.e.. gunners for all guns, communications personnel for heavy communications equipment, medics for medical lab equipment, sensor operators and navigators. Engineering crew will be required equal to one third of the number of pilots and equipment operators. Ordinary fare-paying passengers required one steward for every 50 passengers. Luxury passengers require one steward for every 2 passengers. These are the minimum requirements for crew, and the designer may want to increase the number of crew to work in shifts or provide backup. At the designer's discretion, one officer crew member may be added for every five other crew. The first officer crew member will be a Captain/Commander, the second an Executive/First Officer and the others will be departmental assistants. Crew members require similar accommodations to passengers. In some vehicles, the crew may occupy communual accomodation (bunks), which mass the same per crew member as single seating, instead of cabins. Officers will normally require cabins. Some or all of the crew positions may be converted to automation. The information technology section gives the mass of various types of computer required to replace one crew member.
10. Handling
The designer should now have actual weight figures for the cargo, passenger and crew areas and some of the equipment and percentage figures for the bodyshell, propulsion system, propellant, powerplant, fuel and the remainder of the equipment. To calculate the total mass of the vehicle, add all the percentage figures together, and add all the actual weights together to give two separate sub-totals. The total mass is then given by the equation below:
| Total mass (in tons) = | Mass subtotal * 100 |
| (100 - Percentage subtotal) |
The actual masses of the bodyshell, propulsion, propellant, powerplant, fuel and remaining equipment components can then be calculated using the equation below:
| Component mass (in tons) = | Component % * Total mass |
| 100 |
The powerplant mass for humans and horses should be rounded to the nearest whole human or animal. An average human weighs 75 Kilograms and an average horse 200 Kilograms.
Next, the Handling of the vehicle is calculated. The Handling of the vehicle is an abstract number used in vehicle combat. The higher the handling of the vehicle, the more manoeuvrable and responsive to control it is. Handling is calculated by multiplying the performance of the vehicle by the handling factors given on the bodyshell and propulsion type tables for the bodyshell and propulsion types chosen, and dividing by the efficiency of the propulsion type and 100. This is shown below;
| Handling = 5 + | Propulsion Modifier * Bodyshell Modifier * Performance |
| Efficiency *100 |
Finally, the designer should determine the target size and damage modifiers for the vehicle. This should be done by comparing the vehicle to similar vehicles on the target size and damage modifier table in the Combat chapter, and to the example vehicles described in the appendix to the Technology chapter, the Depot.
The delta-v for a rocket is taken from the table below. Delta-v is the amount of velocity change the rocket can produce and is measured in Kilometres per second. For example, is a rocket had a delta-v of 10, then by burning all its propellant it would reach a final velocity of 10 Km/s from a standing start. Once a rocket has used up all its delta-v it is out of propellant and must refuel. Airbreathing rockets have the same mass as ordinary chemical rockets but require only 90% of the propellent to achieve the same delta-V.
| ------- | ------- | ------- | ------- | Propellant % | ------- | ------- | ------- | ------- | |
| Rocket Type | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 |
| Solid | 0.2 | 0.5 | 0.9 | 1.3 | 1.7 | 2.2 | 3 | 3.9 | 5.6 |
| Chemical | 0.4 | 0.9 | 1.4 | 2 | 2.8 | 3.7 | 4.8 | 6.4 | 9.2 |
| Fission | 1.1 | 2.2 | 3.6 | 5.1 | 6.9 | 9.2 | 12 | 16.1 | 23 |
| Ion | 6.3 | 13.4 | 21.4 | 30.6 | 41.6 | 55 | 72.2 | 96.6 | 138.2 |
| Mass Driver | 0.5 | 1.1 | 1.8 | 2.6 | 3.5 | 4.6 | 6 | 8 | 11.5 |
| Fusion | 1,100 | 2,200 | 3,600 | 5,100 | 6,900 | 9,200 | 12,000 | 16,100 | 23,000 |
| Antimatter | 31,600 | 66,900 | 107,000 | 153,200 | 207,900 | 274,900 | 361,200 | 482,800 | 690,800 |
Space stations
A space station requires a minimal propulsion system in order to hold its position. The requirements of such systems vary according to circumstances and how long the station is operational, but as long as a small propulsion system is provided, space stations may be treated as vehicles using this design system.
Weaponry may be taken from the appendix to Chapter 2, Combat , and communications and sensing gear from 4.3 Information technology.
|
|
Mass |
| Dozer Blade | 0.1 of capacity |
| Waldo | 0.02 of capacity |
| Radiation hardening | 1% of vehicle |
| Heatshield | 2% of vehicle |
| Stealth | 1% of vehicle |
| Mimetics | 1% of vehicle |
| Cryogenic Hibernacula | 500 Kg per person |
| X-ray scanner | 100 Kg |
| MRI scanner | 1000 Kg |
| Floaters | 10% of vehicle |
| Tractor/Pressors | 1% of vehicle per G |
| Energy Shield | 2% of vehicle |
| Stasis Field | 2% of vehicle |
| Matter transporter | 0.01 of capacity |
| Multiverse transporter | 0.1 of capacity |
|
|
|
Dozer blade
A large metal blade designed for moving earth. A 1 ton blade can move ten tons of earth at one time.
Waldoes
Mechanical arms used for moving cargo or collecting samples. Also used in building robots. A 100 kilogram waldo can lift 5 tons.
Radiation hardening
The vehicle is equipped with a sealed environment designed to give the occupants some protection against radiation. Radiation effects are described in section 5.6 of Chapter 5, Mechanics.
Heatshield
A heatshield is required by any spacecraft that is intending to enter atmosphere unless it has a gravity or inertialess drive.
Stealth
Stealth technology gives a -50% modifier to the chance of the vehicle being detected by radar or to being hit by any weapons that uses radar to target. Stealth technology is often restricted to military vehicles. The designer may specify that the vehicle is stealthly against sonar instead of radar.
Mimetics
The surface of the vehicle mimics its surroundings, in both the visual, infra-red and ultra-violet parts of the spectrum. This effectively makes it partially invisible. Beyond 100 metres range, mimetic technology gives a -50% modifier to the chance of the vehicle being detected visually or by infra-red or ultra-violet detectors or being hit by a weapon that uses these parts of the spectrum to target (such as a hand-held weapon). Within 100 metres range, this modifier drops to -25%. Mimetic technology is often restricted to military vehicles.
Cryogenic hibernacula
Hibernation is described in 4.5 Medical technology.
X-ray scanner
X-ray scanners are described in 4.5 Medical technology.
MRI scanner
MRI scanners are described in 4.5 Medical technology.
Floaters
The earliest form of antigravity device, the floater will support an object against a strong gravitational force, such as that found