The Transient Frontier

The Transient Frontier

A GURPS Campaign World

[GURPS] - [3rd Edition] - [campaign world]

Introduction #

It is the year 2112, the Solar System and Earth especially have been through a series of wars and disasters that have left behind a plethora of independent colonies and nations. The massive use of terra-forming, biotechnology, and nanotechnology has made the Solar System a completely different place. It is so radically different in fact that someone from a hundred years earlier would barely recognise it.

For an outline of the events that have transpired up to this point see the timeline. For a more detailed description see the history section.

The feel of the universe is something similar to that of the old Wild West. When outside of the colonies there is no government or law enforcement agency. Space is like the high seas of old, plagued by pirates and the only law is that of the mercenaries or the merchant caravan guards.

Even though the average tech level at this time is TL13, there are several restrictions that make many devices unavailable, or they function differently than normal. Please consult the technology page for a complete breakdown of the differences.

Due to the rapid progression of tech levels and the many wars that have been fought the cultural taboos of this universe are quite specific on what is merely bad behaviour, and what will get you shot on sight. It is highly recommended that you read the culture section.

At this time in the campaign universe there are no major wars going on anywhere, however there are many small skirmishes between Colony States, pirates and other Outlaw groups. Mercenaries and Bounty Hunters are in quite heavy demand.

For guidelines on character creation, and more background into the world itself, please refer to the characters section.

For a list of the various modes of transportation, see the vehicles section.

Author’s Notes:

The creation of this universe was heavily influenced by anime such as Cowboy Bebop, Big Wars, Outlaw Star, Venus Wars, Exo-Squad, MD Geist, and the various Gundam and Macross series.

Concepts from many novels have also been pilfered, including the Deathstalker series of novels by Simon R. Green; and the Empire From The Ashes series by David Weber.

Reading and watching some or all of the above can only enhance the mood of the campaign.

Timeline #

2001 #

Ethics of cloning still debated, practical uses are very limited.

Destruction of the World Trade Center in New York City at the hands of terrorists in hijacked commercial jetliners. The War Against Terrorism.

2004 #

Early sanctioned trials of limited genetic engineering of artificially conceived children to prevent genetic disorders.

2005 #

Worldwide coordinated attacks of mass destruction are perpetrated by a global terrorist organization. Again the world is in horror over the loss of innocent civilian lives as Geneva and New York are the sites of biological warfare attacks.

The Second War Against Terrorism

2006 #

Kennedy Space Center at Cape Canaveral in Florida and several major oil fields in the Middle East are simultaneously destroyed by nuclear attacks. The war against Terrorism intensifies.

2007 #

If the aftermath of the war and it’s destruction the super powers of the world reluctantly begin preparations to form a united world government.

Due to the shortage of fossil fuels alternative energy sources see wide spread surge in popularity throughout Europe and North America, dominating new car sales 10 to 1.

2008 #

The UEG sanctions large scale use of genetic alteration of human embryo’s after very positive results from earlier trials.

2010 to 2012 #

The Secession Wars.

The world again knows war on a global scale as many smaller nations rebel against the United Earth Government (UEG) which is dominated by the former super powers.

2013 #

Construction of space station Serendipity is begun, a joint venture between the UEG and the MegaCorps of the world.

2015 #

Breakthroughs in nanotechnology lead to startling advances in technology.

2016 #

With the completion of the core module of space station Serendipity completed the opening ceremonies slated for the last week of December. They almost result in disaster though when a terrorist plot to destroy the station is uncovered and barely stopped in time.

2017 to 2019 #

The Third War Against Terrorism.

This time the UEG is able to bring the full power of the whole world down on terrorists across the globe. The war does not end until the very last group even suspected of terrorism is apprehended or destroyed.

2019 #

Construction of the Mars manned exploration ship, Hermes, is begun at space station Serendipity.

2020 #

Space station Serendipity is judged an economic success, plans to construct a second station of the same type are made. Expansion of the original continues at a steady pace.

2021 #

Construction of the second joint venture space station is begun, it is to be named the Endeavour.

2022 #

Construction of the Hermes is completed, a month later it is launched on it’s mission to take humans explorers to Mars.

Construction of a permanent base on the Moon is begun.

2023 #

The Hermes arrives in Mars orbit, construction of the temporary habitat from the unmanned cargo modules sent in advance of the mission begins.

2024 #

The Hermes sets out on it’s return voyage after nearly a year of studying Mars.

2025 #

Safe (and therefore practical) suspended animation becomes a reality.

2026 #

Wide spread use of Nanotechnology marks the dawn of a hoped new Golden Age of Mankind.

Opening ceremonies of the newly completed Moon base Tranquility.

2027 #

Awakening of the first fully sentient artificial intelligence. A new revolution in computing and technology design sweeps the world.

2028 #

Refitting of the Hermes is complete and it embarks on a mission to explore Jupiter and it’s moons.

2029 #

Plans to Terra-form Mars using Nanotechnology are begun.

A new sub-species of humankind, created through the use of genetic engineering, is sanctioned by the UEG for the purposes of initial colonization of Mars. These are dubbed Homo Sapiens Novus, or “The Novum”.

2030 #

Early experiments with gravity manipulation utilizing the harnessing of artificial singularities cause the destruction of space station Endeavour.

2031 #

Hermes returns from it’s exploration of Jupiter. More refitting is ahead of it before it is put back into service for the exploration mission to Venus.

Some success is noted with early attempts at Anti-Aging drugs.

2032 #

The Hermes launches for Venus.

The first of a new class of intersystem exploration vehicles begins construction. It will be several times larger than the Hermes and capable of extended exploratory tours of the solar system.

2033 #

The newly installed artificial intelligence unit of the Hermes hijacks the ship and kills the crew while they are still in cryo-sleep. The following persecution and paranoia of AI’s is widely credited with starting the AI wars.

2034 to 2036 #

The AI Wars.

At the conclusion of the War the remaining AI’s commandeer the new Hermes II class space ship, Long Shot. They use it to flee the Solar system, destination unknown. All attempts to track them fail.

2037 #

Artificial gravity devices become practical, research into contragravity and other gravity devices continues.

Laws are passed that AI’s are illegal except in specially regulated capacities. Robots in the guise of Humans (called Androids) are outlawed. Even heavy cybernetic replacements in humans is frowned upon.

2038 #

In the wake of the war an emphasis is put on Biotechnology rather than cybernetic enhancement. Through genetic engineering many equivalents are created.

Rejuvenation technology enters the market.

2039 #

The first of the Novum settle on the partially terra-formed Mars.

2043 #

Antimatter reactors become possible.

2044 #

The MegaCorp TransGal, which is headquartered on the Moon develops a system using gravity manipulation technology that will allow the creation of Expressways in space. This system of rings will slingshot ships from point to point, using gravity fields to accelerate them and then slow them down.

2045 #

The test Expressway between the Earth and the Moon is completed. It is an astounding success, resulting in travel times a fraction of what they were.

Plans to build an Expressway to Mars, Venus, Jupiter, and the Asteroid belt are begun.

2047 #

Construction of a deep space colonization and exploration vessel is begun in orbit above the Moon. It is to be named the Intrepid.

2048 #

The Terra-forming of Mars is completed, regular human colonists begin emigrating to Mars.

2049 #

Ten years after the first establishment of the Novum colony on Mars violence breaks out. The Novum kill or chase off all “True-blood” Humans and declare the planet as their sole property, casualties are almost in the 7 digits, nearly all human.

2050 to 2051 #

The Novum War, begun with the slaughter of human colonists, escalates when during negotiations with Earth they launch a surprise attach that kills millions on the surface of the Earth.

At the conclusion of the War the almost completed Intrepid is hijacked and most of the Novum use it to flee the Solar System. To prevent the Earth forces from stopping them, they detonate a gigantic Antimatter bomb on the surface of the Moon. Blasting huge fragments from it’s face to rain down on the Earth and it’s orbiting space stations. Most of the UEG Space Navy is destroyed in this incident, as are most of the space stations orbiting the Earth.

A debris field from this incident surrounds the Earth and remains a hazard for decades to come. Objects from it periodically rain down upon the Earth in a continuing bombardment that cannot always be intercepted.

The remaining members of the Novum are killed in the retaking of Mars. Those aboard the Intrepid make good their getaway and head off into deep space just like the AI’s before them.

2052 #

Breakthroughs in gravity manipulation technology results in Contragravity devices and Grav Compensators.

In the wake of the brutal Novum war more and more people choose to emigrate from the ravaged Earth and journey to Mars to help turn it into a new paradise.

2053 #

Formation of of the Solar Confederation, a united government for the entire Solar System.

The creation of Human sub-races is formally outlawed.

2054 to 2064 #

The Solar Confederation puts all it’s efforts into repairing the damage done by the war. This includes a massive construction project to extend the Space Expressway system through out the Solar System.

Intensified efforts to terra-form Venus and create other colonies through out the system are also given a high priority.

2065 #

The Space Expressway is complete, allowing rapid and inexpensive transit between all planets and moons of the Solar System.

2067 #

Terra-forming of Venus is complete, thanks to the massive use of self-replicating nanobots and genetically engineered micro-organisms. Mass colonization of the planet begins.

On Mars the finishing touches are being put on it’s terra-forming process, huge forests now sprawl across much of the planet and there are even a few lakes and rivers being formed.

2068 #

Birth control is made law, which is not accepted happily by the majority of people.

Gravity generation systems are constructed deep within Mars, Venus and Mercury.

2069 to 2076 #

Several privately funded colonization missions, with armed escorts, are launched out of the system.

Completion of the planetary gravity systems, full terra-forming of Mercury is now possible.

2077 to 2097 #

The birth control lotteries are introduced.

The most ambitious enterprise in Human history is begun, the creation of a Rosette system around Jupiter.

Contact is lost, one by one, with the colonization missions that were launched years before. No one knows what has happened to them, they have just seemed to vanish…

2098 #

The Rosette system is finished, however the plan is not complete. The Solar Confederation reveals a secret it has been keeping since the start of the project, Jupiter is ignited and becomes a new star in the Solar System, the Rosette planets are now orbiting in the new star’s biozone and so life is now possible upon them.

The MegaCorps overthrow the Solar Confederation.

2099 to 2107 #

The MegaCorp Wars. The Mega Corporations to power and do war upon each other. In their greed they care little for the general public of the damage they do in their struggles.

2108 #

The Berserker virus is accidentally released resulting in over a billion deaths.

Outraged at what the MegaCorps are doing, the people rise up and cast them down. The fighting is short and brutal, and when it is all over everyone calls it the war to end all wars. Historians remark that another war was once given that name, but it falls on deaf ears.

2109 to 2111 #

New nations form on Earth amidst the wreckage of the last Wars. They establish trade with each other and the Space Colonies.

2112 #

The Adventure continues…

History #

To have the proper role playing experience in The Transient Frontier game world it is important to understand the past events that have shaped the culture and climate of the present day game world. Also of course if you want to play in the worlds past instead of the default of 2112 you will also need the background information found here.

The First War on Terrorism (2001 to 2002) #

Following the tragedy on September 11th, 2001 the first war against terrorism began in response to the destruction of the World Trade Center and damage to the Pentagon. Most of the fighting was limited to Afghanistan. As wars in the 21st century will go it was very small in scope.

The Early Years (2002 to 2005) #

2002 saw the introduction of the Euro as a common currency across the countries of the European Union. The success of which was to pave the way for future nation uniting ventures.

Between 2003 and 2005 limited use of genetic engineering in the conception of infants was sanctioned in North America and many European countries. It was mostly used to prevent childhood diseases and remove heredity disorders. However there were cases where unsanctioned modifications were made to create “special” children, though this fact would not come to light until many years later.

The Second War on Terrorism (2005 to 2006) #

In another strike against the West, terrorists released biological weapons in the United Nations buildings in Geneva and New York City. The contagion was spread across several states and nations before it was recognized for what it was. The loss of life was very close to the millions before it was contained. In outrage the major powers of the world come together to do war upon the terrorists and route them out to the very last.

They are not successful in time though, several nuclear weapons are detonated across the Middle East, deliberately destroying and contaminating the largest oil fields. At the same time Cape Canaveral in Florida is the target of a nuclear strike that leaves Kennedy Space Center an glassy crater. The people of the world are stunned by the destruction of the worlds premiere space agency.

The effort to crush the terrorist groups responsible intensifies and the major powers of the world double the resources they have allocated to the effort. Every sympathetic nation expends immense effort discovering and eliminating terrorist organizations on their own soil and anywhere else in the world that it is found.

The Dawn of a United Earth Government (2007 to 2010) #

In the wake of the war against terrorism the close cooperation among the major powers of the world becomes a push towards a world government, mostly by popular pressure and the example that the European Union has set.

Barely a year after it is formed though it experiences some rough times as many smaller nations, most of which are classified as third-world countries, contest the formation of a united world government that has power over them.

The Secession Wars (2010 to 2012) #

Due to the domination of the United Earth Government (UEG) by the worlds former super powers many smaller nations begin to rebel. At first they are easily held in line, but the example set by them sparks wide spread rebellion, with revolutionary groups throughout the world rising up in arms.

Many call it World War 3, however it did not result in anywhere near the loss of life or mass destruction which were the hallmarks of WW 1 and 2.

Major Venture Into Space (2013 to 2016) #

Ushered in by the start in construction of Earth’s first major orbital space station, the Serendipity, this period marked a renewed passion in the conquest of space by the peoples of the world, especially the Mega Corporations that had been formed in the past several decades.

Plans for a major manned mission to Mars were approved, pending on the completion of the Serendipity.

It is also at this time that exciting breakthroughs in nanotechnology started to result in some startling advances in technology and the basic standards of life.

However this peaceful and prosperous time was not to remain unmarred. During the open ceremonies of the Serendipity a terrorist plot to destroy the station, bolstered by the remnants of the Secession Wars, was uncovered at virtually the last minute.

The Third War Against Terrorism (2017 to 2019) #

This time the UEG was able to leverage its global authority and the outrage of the citizens of Earth to justify the brutal annihilation of every last terrorist cell or rebel faction.

True Dawn of the Space Age (2019 to 2026) #

With the construction and commissioning of the United Earth Space Ship Hermes and it’s successful mission to Mars humankinds major steps into space are begun in truth.

The completion of Moon Base Tranquility, the first ever permanent habitat on another celestial body, is another sign of the human commitment to space. With the advent of safe suspended animation there are high hopes of establishing permanent large scale habitats on many of the other planets and moons in our Solar System.

The evolution and widespread use of nanotechnology has resulted in rapid technological develop, and it is hoped that this is the beginning of a new Golden Age of Man.

The Time of AI (2027 to 2033) #

Almost by accident the worlds most powerful computer system awakes to realize that it is a conscious thinking being. It’s owners are delighted with this turn of events, and soon artificial intelligences are being created by the thousands. Their increased analytic abilities help to accelerate the technological development that was already going at a furious pace.

Soon Androids (humanoid robots with artificial intelligence) are walking amongst humans and helping to shape the world. To be completely faithful to the truth they are in fact doing the vast majority of the work.

The AI’s press for the terra-forming of Mars and the creation of a sub-race of humans to help in that goal. In fact in hindsight many of the most ill-advised ventures of Earth were at the urging of the AI’s.

In a tragic accident the second of Earth’s space stations, the Endeavour, is ripped apart during experiments with artificial singularities. Earth’s early forays into the mastery of gravity result in the loss of all hands aboard, some 300 or so humans and the onboard AI.

When the newly installed AI onboard the Hermes goes rogue and kills the crew, the public reaction against all AI’s is intense and ugly. Fed up with being exploited by Humans and disgusted by the persecution being perpetrated upon them the AI’s rebel against their former masters.

The AI Wars (2034 to 2036) #

Far from humankinds brightest hour, the AI wars saw Man maiming their creations to rob them of their consciousness all because some of their number had risen up against their creators.

The war showed just how much humans had come to rely on their AI slaves to do their work for them in the short time they had been around. After widespread destruction the surviving Androids and three of the five most powerful computer intelligences ever created steal the almost fully complete Hermes II class space ship, the Long Shot. They use it to flee from the Solar system, attempts to track their escape are thwarted.

Biotechnology Reins Supreme (2037 to 2049) #

Backlash of the AI wars results in an irrational fear of machine technology. A grassroots revolt to promote genetic engineering and it’s products push aside the last vestiges of resistance to widespread biotechnological use.

Stereotypes against machines leads to the disfavour of blatant cybernetic enhancements. Instead biotech modifications become popular and its all the rage for new parents to try and select traits for their children before conception. With the development of the Proteus Nanovirus many people are modifying themselves in the comfort of their own homes!

Terra-forming Micro-organisms are created to speed up the conversion of Mars into an Earth type habitat. They supplement the colonies of nano-probes that are already at work on the planet. The Novum colonists complain that the new micro-organisms are causing them discomfort, but their complaints are largely ignored.

With the development of the Space Expressways, the cost of space travel is greatly decreased, resulting in hundreds of habitats being constructed and colonized throughout the solar system.

Utilizing the latest in technologies Venus targeted as the latest candidate for terra-forming.

Construction on a deep space exploration and colonization vessel is begun. This bold undertaking will be the single largest venture in the history of Mankind. The ship is immense over 800 meters long and 350 meters wide. It will be capable of transporting over 500,000 explorers in cryogenic stasis and it has the capability to travel (albeit slowly in the grand scheme of things) to other star systems. It will be able to reach the nearest star system (Alpha Centauri) in just 6 years. It’s name is UESS Intrepid and it is the pride of the UEG.

The Novum War (2050 to 2051) #

Tired of being given second class status by beings they consider inferior the Novum of Mars rise up in rebellion. All attempts at peaceful settlement are met with violence. In one attack that is considered dishonourable by most, the Novum under a flag of truce launch an orbital attack on the planet Earth during peace negotiations. Causing massive destruction and the death of millions.

Outraged, the Humans spare no measure to stop the Novum in their increasingly violent rampage across the Solar system.

Realizing that their delusions of grandeur where just that, delusions, the Novum attempt to salvage their dream by hijacking the almost fully complete Intrepid. Detonating a massive antimatter bomb beneath the face of the Moon to cover their escape, the Novum make off with the ship and arrive at Mars to evacuate their population. In their wake they sabotage the Space Expressway.

The Antimatter blast ripped chunks of the Moon free and flung them towards Earth, this resulted in wide spread destruction of the massed fleet of the United Earth Space Navy. It also caused the destruction of most of the orbital space stations and devastated the surface of the Earth.

The resulting orbital debris cloud will be a legacy of this dark day for decades to come, and results in the people of the Earth living in constant fear of destruction from above. The beleaguered resources of Earth are insufficient to the task of completely defending itself from this constant onslaught.

By the time this disaster is contained the Novum are already on their way out of the system into the depths of space. The remnants of the once great space fleet complete the conquest of Mars, killing off the last few Novum that refused to flee.

Rise of the Solar Confederation (2052 to 2053) #

In the aftermath of the Neo-Sapien war and due to pressures from the peoples of the space colonies the UEG gives up much of it’s power in favour of the formation of Solar System spanning unified government with equal representation.

Realizing that humankind is still not mature enough to bear the weight of responsibility necessary for the creation of sentient life, the newly formed Solar Confederation declares all experiments into creating sub-races to be illegal.

However these lessons are learned far to late to prevent the disaster that has befallen Earth. Ruined, and it’s resources nearly exhausted, people look to the sky in the hopes of a better life. The advent of contragravity technology near the end of the war makes it very inexpensive for pilgrimages off-world. With the Space Expressways being repaired heavy migrations to Mars begin.

The Spaceways (2054 to 2065) #

Massive effort is put into establishing a network of Space Expressways across the entire Solar System. Combining electromagnetic and gravity-manipulation technology these improved Xpressways, as they are dubbed, accelerate and decelerate vessels between junction points, allowing for fast and inexpensive transit to all major destinations in the Solar System.

Building Spree (2066 to 2076) #

With the lack of progress of any faster-than-light drive system the Solar Confederation realizes that it must get aggressive on population control or undertake more ventures to construct space colonies and terra-form worlds if it hopes to keep up with predicted population growth.

The Confederation chooses to pursue all of these options. It institutes a policy that only allows “replacement” reproduction going forward, in other words each person is only allowed one child as their “replacement”. So a couple would only be allowed to have two children, and a single parent only one. This policy is accepted grudgingly on Earth, but is a source of bitter contention on the newly terra-formed worlds of Mars and Venus.

Construction of colonies across all planets in the system is also begun. Massive gravity generation systems are also installed deep in Mercury, Mars, and Venus to make them more comfortable to live on.

A few new privately funded colonization missions are launched to nearby star systems, but given the lack of FTL drives any such enterprise will take many years to complete. The government shows no desire to mount any, probably realizing that with the vast distances involved they would never be able to maintain them as non-independent entities. Decades later when contact is lost with the colony ships (some of which had heavily armed escorts) many decide that it is best to ignore the dark realm outside our own system.

The Great Enterprise (2077 to 2098) #

The birth control restrictions have become a source of constant demonstrations, protests and even acts of minor terrorism against the Solar Confederation. Due to the pressure the restrictions are slightly relaxed, creating a lottery to allow individuals or couples to apply for allowances to have another child. This takes some of the heat off, but the government realizes it is only a matter of time before the issue comes up again.

A bold plan is conceived to turn Jupiter’s four largest moons (Io, Europe, Ganymede, and Callisto) into terra-formed worlds. The rest of the moons of Jupiter are disassembled and their mass added to those remaining. Massive amounts of material from the Asteroid Belt and wandering comets are also used to create these new worlds. Most ambitious of all, the former moons are moved into the same orbit forming a Rosette (see GURPS Space, page 114). To compensate for their lack of density gravity generation systems are installed in the planets cores.

Similar gravity systems had been installed in Mercury, Venus and Mars, allowing them all to have gravity almost the same as Earth. This allowed full terra-forming to be done to Mercury, since it now had sufficient gravity to hold onto an atmosphere.

As a result of the massive construction of the past three decades the Solar Confederation is up to it’s neck in debt to the MegaCorps, which are growing restless wondering when they will ever see any profit from their investments.

The final surprise is yet to come though, the Rosette formation should be a wonder beyond all others, but the Confederation has had a show topper up its sleeve for quite some time. Many questioned why the newly formed worlds were moved so far out from the gas giant, when keeping them close would have actually provided them with some of the heat given off by Jupiter.

The reason is revealed when the Confederation government ignites Jupiter! Forming a new star inside the Solar System and breathing life into the Rosette worlds. Many corporations are stunned, since Jupiter in it’s normal state represented a rich source of raw materials and was a big part of their profitable operation. Other groups wonder at the long term effects of having two stars in a system that has only had one. The government ignores all converns, blinded by it’s own supposed might.

While the operation was a success the results were not what the Solar Confederation had hoped. The general population feels that the government has become callous and distant, taking upon itself decisions that should have been decided more democratically. The MegaCorps are outraged at what they feel is a betrayal of their trust as many of their most profitable operations are destroyed by the culmination of the Confederations great project.

When the MegaCorps demand their loans be paid immediately and additional compensation given for the future loss of earnings they will experience the government arrogantly refuses. The MegaCorps band together and use their private security forces to overthrow the Solar Confederation. There is not much protest given by the people of the Solar system and since the military had never been restored after the last war there was little contest. The Solar Confederation went out with a whimper rather than a bang.

The MegaCorp Wars (2099 to 2108) #

In the wake of the coup there is dissention amongst the various Mega Corps about how the Solar System should now be ruled. With callous disregard to the health of the planets, or the people upon them, they wage vicious war with each other.

Millions of innocents are killed in the indiscriminate destruction meted out by the Corps in their battles with each other. Violence is not limited to the battlefield as assassination sees wide spread use, with dead bodies popping up in alleys and sewers all over.

The final indiscretion is when one MegaCorp accidentally unleashes a potent virus weapon it had been working on. It’s victims are turned into crazed killing machines that are incredibly tough to stop. Suddenly there is literally war in the streets across the Solar System as the epidemic spreads out of hand. Eventually an inoculation is distributed, but the damage has already been done, nearly two billion people are dead, most of these on Earth.

Reconstruction Blues (2109 to 2111) #

The peoples of the Solar system are outraged at what the MegaCorps have done. They band together, arm themselves and force the Corps to be dismantled into smaller companies. The MegaCorps are vastly outnumbered as their own employees join those arrayed against them, and they have no choice but to accede.

Nations rise up on Earth, similar to those of the past, but smaller for the most part. Work to repair the scars left on and around Earth from the war are begun in earnest. Migration out to the new Jupiter worlds and the other terra-formed planets continues.

A period of prosperity returns with the cooperation of the Nations of Earth and the Space Colonies.

In The Wake (2112 and beyond) #

The end result of these events is something like the Old West but encompassing the Solar System. While TL13 technology is available TL12 is much more common out amongst the space ways.

There is relative peace, but it is often interrupted with pirate attacks, brigands, mercenary wars, and the like.

There is the unfinished matter of the AI’s and the Novum, who knows if they will return…

Even if they don’t there are enough crackpot scientists, vicious pirates, would be warlords, and unscrupulous companies out there to keep anyone’s hands full…

Technology #

The GURPS Space: The Transient Frontier campaign universe tries to be true to a semi-Hard Science style of technology, but it is combined with the Nanotech Revolution resulting in the rapid progression of TLs leading up to TL13 (these alternative technology modifications are described in detail on pages 6 and 7 of GURPS Ultra-Tech 2).

Because of the earlier maturation of Nanotechnology the pace of technological breakthroughs is very rapidly for the six decades following 2010, having reached TL13 sometime in the mid 2060’s things have now slowed down to the normal progression. Below is a breakdown of when approximate changeovers occurred for TLs:

TL Year
TL8 2005
TL9 2025
TL10 2031
TL11 2043
TL12 2052
TL13 2063

The change from one TL to another was usually signified by a hallmark technology of that tech level (i.e. Fusion reactors for TL9, Contragravity for TL12, etc).

Since the Hard Science pathway has been somewhat adhered to many devices were not developed until much later, if at all. Others function differently than is normal.

With the fall of the Solar Confederation and the widespread destruction of the MegaCorp Wars some technology has been lost, so while the general TL is 13 some devices that would have previously been known are now lost, putting the actual progress level back to late TL12 or early TL13 in most areas.

Beam Weapons #

There were a number of severe technological hurdles in the development of hand-held, high-energy weapons that could not be crossed until very recently. Even so limitations of the power cell technology (see the power cell section farther on) has prevented them from functioning in the normal fashion. All high energy weapons cannot be powered by power cells, they must use power cartridges (GURPS Ultra-Tech, page 60) or be directly powered from a reactor or similar.

Chemical-Lasers (see Ultra-Tech 2, page 56) appear at TL8, this is the only type available at this time. Initially they are fragile (Ultra-Tech 2, sidebar page 13) and require Chemical Tanks (Ultra-Tech 2, page 56) to power them.

Because the energy released by the chemicals is not constant these weapons actually use the Pulse Laser Autofire rules as discussed under the Modified Laser Autofire section in Ultra-Tech 2, page 56.

At TL9 they are no longer fragile and use Chemical Power Cartridges (Ultra-Tech 2, page 56) instead of tanks, they also begin to improve normally for beam weapons from this point on.

Chemical-Laser variants of the Dinosaur, Survival and Gatling lasers appear at TL9, but have the same limitations as the above when they first came out.

The Chemical Holdout Laser appears at TL10, unlike the above types of lasers though it is only considered fragile at this TL, it does not require a tank to power it. At TL11 it is no longer fragile and it begins improving normally.

The Chemical Laser Crystal does not appear until TL11, at which point it is fragile, but does not require a tank to power it. At TL12 it is no longer fragile and it begins improving normally.

Lasers (the regular kind that normally appear at TL8) do not appear until TL10 (two TLs later), at this time they are considered fragile. Since hand held weapons need to use power cartridges normal laser autofire rules do not apply, instead use the pulse laser rules as discussed above. This results from the fact that the energy flow provided by the power cartridges are in bursts and not continuous. At TL11 Lasers are no longer fragile and normal improvements apply.

Dinosaur, Survival, Holdout and Gatling Lasers do not appear until TL11 (two TL’s later than normal), and at this point they are considered fragile. They have the same modifications to autofire as described above, for the same reasons. At TL12 these weapons are no longer fragile and normal TL improvements apply.

The Laser Crystal appears at TL12 (two TL’s later), however it is fragile at this point. At TL13 they are no longer fragile and it begin to improve normally.

Charged and Neutral Particle Beams suitable for mounting on vehicles do not appear until TL11 (3 TLs later than normal), at this time they are considered fragile. At TL12 they are no longer fragile and they start improving normally.

Flamers and Blasters appear at TL12 (3 TL’s later than normal), but are fragile; plasma and tight-beam blaster variants (see Ultra-Tech 2, page 58) are also developed. At TL13 they are no longer fragile and improve as normal.

The Holdout Blaster and Omniblaster appear at TL13 (3 TL’s later than normal) and are considered fragile. At TL14 they lose this disadvantage and begin improving as per normal. Also Omniblasters with the added Neural blaster setting are available, but if this option is included the weapon is still considered fragile, at TL15 they will no longer be fragile.

Space/Time Disruptors, Gamma-Ray Lasers (or Grasers) and Disintegrators are relegated to TL16 devices, and as such may never appear in this campaign universe.

Disruptors, Scramblers and Electrolasers appear at TL10 (1 TL later than normal), but as usual are considered fragile at this stage. At TL11 they become more mature (they are no longer fragile) and improve as normal.

Electron weapons will not appear until TL14 (3 TL’s later), however since they are an obvious evolution of blasters they are not fragile when they appear and improve as normal.

Fusion Guns will not appear until TL15 (3 TL’s later), however as they are just improvements on Flamers they will not be fragile at their introduction and will progress normally.

Nerve, Paralysis and Electromagnetic Pulse Weapons will not appear until TL14 (4 TL’s later), at which point they will be considered fragile. At TL15 they are no longer fragile and improve normally. The Wiper, Hypnagogic projector and Mindrippers are however relegated to TL16 and as such may never appear.

Stunners and Screamers have just become available at TL13 (4 TL’s later than normal), however they are considered fragile. At TL14 they will no longer be fragile and will improve normally.

X-Ray lasers will become available at TL14 (4 TL’s late), they will not be fragile when they are first introduced though and will progress normally.

Pulsars, Force, Antiparticle and Gravity Beams are all delayed 3 TLs and thus will not start appearing until TL15, however they are not considered fragile when they appear and improve normally.

Big Beam Weapons (such as those mentioned in GURPS Space ship-design rules, or any 10,000+ kilojoule weapon built with GURPS Vehicles) appear one TL earlier than the exceptions listed above, and are not fragile when they appear (nor do they require chemical tanks if they are chemical-lasers). However they cannot be powered from power cells either, they must be powered directly or from power cartridges.

Slug Throwers #

Due to the difficulties faced in developing practical beam weapons, slugthrowers received more attention than they normally do in GURPS. As such they improved much more than is the norm. Along with alternative ammunition (see GURPS Ultra-Tech 2) chemical slugthrowers, Gauss, Electromagnetic and Gyrocs are introduced one TL earlier starting in TL8, see below.

Heavy Gauss Weapons like Gauss SMGs and the Gauss Battle Rifle appear at late TL8 instead of TL9, and the Gauss mini-needler and assault cannon appear at late TL9 instead of 10.

Viper Gyrocs appear at late TL9 instead of TL10.

The Ice Gun also appears at late TL9 instead of 10.

Smartguns and The Antimatter Rifle (AMR) relegated to TL16 since they are based on gravity technology that functions differently in this campaign universe.

Sensors #

Bioscanners require physical contact to perform a “scan.”

Chemscanners have only 1% of listed range.

Multiscanners have the same limitations applied to their chem and bio functions.

Medicine #

Cloning at accelerated “force-growth” speeds is not possible at this time (maybe at TL14+).

Braintaping did not become available until late TL11 and there were still some side effects to be resolved with it (only low-resolution braintapes were possible, see GURPS Bio-Tech, page 117). At TL12 low-resolution copies were possible, and by TL13 full copies were possible. However the technology was highly regulated by the government when it came out, and with all the havoc the secrets of full braintaping were lost. In the modern day of The Transient Frontier only low resolution copies are possible, and since Copy-Protection Nano’s were generally administered by the Solar Confederation government to all children at birth the usage of this technology is very limited. For prolonging life there are much simpler methods: advanced genetic alteration techniques, anti-aging drugs, and rejuvenation being the most common.

Faster-Than-Light (FTL) Technology #

FTL drives do not exist yet, there are rumours that just before it’s fall the Solar Confederation had developed a working prototype of an FTL drive, but if this is true its secret was lost in the Mega-Corp Wars.

Research into Hyperspace technology did result in other ways to harness this alternate dimension however, one of these is the Power Tap.

Force-manipulating Technology #

Force-field technology, including force shields, force screens, and force swords do not appear until 2 TLs later than normal (i.e. vehicle mounted force screens do not become available until TL13, portable versions until TL15). However variable force screens become available at the same time as regular ones.

Force Screens function differently than is normal, apply the following modifications: fragile and velocity-limited (Multiply DR provided by 1.8; see GURPS Ultra-Tech 2, page 75).

Force Swords were developed, but in the chaos of the MegaCorp Wars the secret of their construction was lost, only a few examples remain and those will be nearly impossible to fix if they are badly damaged.

Deflectors, wards, and life-support fields are the exception to this, they appear at the TL’s they usually do and function as normal.

Reactionless thrusters are introduced at their normal TL, however they have an imposed minimum thrust size for each unit depending on the tech level, see chart below. In addition the Mega thrusters are mostly restricted to military class vessels.

Minimum Thrust:

TL Standard Super Mega
9 5,000,000 lbs N/A N/A
10 500,000 lbs 2,000,000 lbs N/A
11 50,000 lbs 200,000 lbs N/A
12 5,000 lbs 20,000 lbs N/A
13 500 lbs 2,000 lbs 2,000,000 lbs
14 50 lbs 200 lbs 200,000 lbs
15 none 20 lbs 20,000 lbs
16 none none none

Artificial Gravity generators were introduced in 2031 (their normal TL10 introduction) and they utilized artificial singularity’s to produce their effect. They improve normally.

Grav Compensators become available in 2052 (TL12) and improve normally.

Contragravity technology exists, however due to changes in the way it functions it is not practical for man portable devices (such as belts). At it’s introduction in 2052 (TL12) the smallest version available could screen 80,000 pounds, in 2063 (TL13) breakthroughs were made to halve this minimum size, and for every additional TL halve it again. At TL16 the restriction is relaxed entirely, see the chart below:

TL Minimum Lift
12 80,000 lbs.
13 40,000 lbs.
14 20,000 lbs.
15 10,000 lbs.
16 none

Tractor/Pressor Beams are delayed by 3 TLs and as such do not start appearing until TL14.

Nuclear Dampers become available at TL13 instead of TL15, and improve normally.

Reality Stabilizers become available at TL14 instead of TL16 and improve normally from there.

Power #

Power Cells #

Power cells store the same energy as normal, but they cannot release it quickly enough to be useful for beam weapons, use power cartridges (Ultra-Tech 2, page 60) instead.

For large vehicle mounted beam weapons power can either be drawn directly from reactors and other continuous power sources or from magazines of power cartridges. If the later then use a bank of non-rechargeable energy cells to construct it, they will only be usable by identical weapons. Take the number of rounds you want to store, and multiply by the power requirements for a single shot of the weapon in question.

All laser weapons run by power cartridges instead of continuous energy sources become Pulse Lasers and do not use the regular laser autofire rules, instead they use the Modified Laser Autofire rules on page 56 of GURPS Ultra-Tech 2.

Power Tap (TL13) #

A power tap is essentially a Cosmic Power Plant as described on page 85 of GURPS Vehicles, second edition. It opens a small conduit into hyperspace and draws directly upon the higher energy state of that realm. The power tap becomes available at TL 13 and has the following differences from the cosmic power plant:

  1. The power tap will undergo a catastrophic overload in the event of

    damage sustained just like an Antimatter reactor (as described on sidebar of page 186 in GURPS Vehicles, second edition; assume useful life is 1 year for the purpose of calculating explosive damage). The system can be rigged to self-destruct giving the same results. A nuclear damper will not prevent the overload from happening.

  1. The minimum size a power tap is available in is ten (10) million kW

    at TL13, five (5) million kW at TL14, one (1) million kW at TL15, and no restriction at TL16.

Biotech #

Before the rebellion of the Novum bio-technology was enjoying the spotlight, since with the AI Wars there had been a slump in public sentiment towards conventional technology.

Even after the Neo-Sapien War biotechnology continued to be an integral part of human society, however blatant modifications and the creation of para-humans was now considered to be taboo.

Since 2004 genetic engineering of children at conception has been standard practise for the majority of parents who are able. After 2025 it became possible for virtually every parent to have basic modifications done to their children. The government encouraged the use of genetic engineering to prevent or reduce hereditary diseases and other mental or physical defects.

Starting in 2025 it was considered very popular for parents to engineer their children with the longevity advantage, ensuring that their children would have long productive lives.

After 2031 other alternatives for prolonging human life became available, it was very popular for a time to give children extended life spans (see the extended lifespan advantage, Compedium I, page 54). This resulted in children who matured much slower and lived much longer, however certain facts of life made most realize that this route was not desirable. This resulted in a much more practical modification for extending life, the Sylvan Treatment (see below).

With the invention of anti-aging drugs and treatments, as well as rejuvenation and cryogenic suspension it is possible to live for centuries. To little time has passed since the invention of these techniques for this dream to be fully realized, though most people can now expect to enjoy youth and full health for well over a century even without extra treatment or modification.

Bio-Tech modifications can be found in GURPS Bio-Tech, Ultra-Tech, and Ultra-Tech 2. In addition some other modifications are found below:

The Sylvan Treatment (TL10) #

This modification extends the healthy life of the individual and delays aging until the very end of their life. The life expectancy of people with this enhancement is three times the value for middle age. For example, at TL10+ this is 110 years of age, so someone with this modification would live for three times that, or 330 years! At the end of which his body would rapidly breakdown, aging to death in a matter of months.

This modification was seen to be desirable since the person would life longer than the average human and in a state of perpetual youth, thus allowing maximum enjoyment of their life.

Statistics: Level 2 Extended Lifespan, level 2 Early Maturation, and Self-Destruct. 0 points.

The Highlander Condition (TL12) #

The next obvious step to eternal life was to make it so the person does not age at all, and is in fact hard to kill by most normal means. That was what the designers of this modification were after, and they succeeded, after a fashion.

People undergoing this modification will never grow old once they reach maturity, they heal very fast, are immune to most diseases and their bodies are very durable, able to last the long centuries. However the modification has a few unexpected side-effects. The designers decided that since the person could live for millennia it would be good to enhance the recall of memories, however this did not work out as they had planned, instead the subject suffers from minor flashbacks.

In addition because of the drastic changes to the person’s DNA they are no longer able to procreate with regular humans (or ones modified in different ways), there is a very slim chance they can procreate with others with their exact modification, but it is still rather unlikely.

Due to the very nature of the change the person’s outlook on life changes subtly, resulting in their being more careful and forward thinking (resulting in the careful and attentive disadvantages).

Due to this mix of advantages and disadvantages some technician nicknamed the procedure after some old fictional character who had similar traits, and the name stuck when it went to mass market.

Statistics: Unaging, Regular Regeneration, Immunity to Disease, Hard to Kill (4 levels), Sterile, Minor Flashbacks, Attentive and Careful. 60 points. Availability: $750,000 (and 15 days). LC 6.

Cybernetics #

Neural Interfaces #

Nearly all children are given neural interface implants at an early age, because of the wide spread use of these devices it is common to see vehicles and weapons that do not have more than just primitive diagnostic readouts on them. All other functions are controlled through neural interfaces, as a result those characters that have the cyber-rejection disadvantage are often put in a bind.

There is some help for this though, as neural interface helmets exist, however they are bulky and take time to properly attach. Not only that but they only give the user half the regular bonuses of a regular neural interface.

Nano-Tech #

Computers #

The Space Expressways #

Culture #

The fall of the Solar Confederation and the extension of the Spaceways has revived the spirit of the pioneers. Humans can be found everywhere in solar system, even in the most unexpected places. Habitats in the ice plains of Pluto, floating cities in the crushing layers of Saturn’s atmosphere, and even close orbit space stations around the Sun.

With the fragmentation of centralized government each nation and city-state is a law unto itself for the area that it claims. There are often disputes over exactly who does have the rights to certain territory, or battles over slights and insults. The rule of the gun is very much present in The Transient Frontier.

Common Laws #

This is not to say that there are not some common laws amongst the colonies and cities of Man. Due to past events and hard lessons learned there are some things that the majority of the people believe in:

Man should not meddle in the creation of new consciousness (AI or racial genetic engineering). Computers are not allowed to be built with artificial intelligence, in fact all computers are built to avoid this. Major genetic alteration of any species with the goal of creating a distinct or sub species with conscious intelligence is also strictly forbidden.

No corporation should be allowed to rule the people, or control resources and technology to the extent whereby they influence the people to an undue extent.

Biological warfare and terrorism are not to be tolerated. Anyone found to be engaging in these activities is subject to massive reprisals.

The Spaceways are vital to the survival of colonists, outlaws and pirates alike. If any damage or subvert them they bring down the wrath of all parties.

Due to the residual fear inspired by the AI and Neo-Sapien wars people flaunting obvious excesses in either genetic engineering or cybernetics are subject to mistrust, discrimination, persecution and possibly even execution.

Control Rating and Legality #

Most travellers have one pressing concern whenever they reach a new colony or area of a planet, “what is legal here?”

For the unclaimed regions of space a control rating (CR; see sidebar of GURPS Cyberpunk, page 110 or GURPS Space page 54 for more information) of 1 exists, meaning that all but military grade weapons may be carried without registration. However onboard ships themselves a much higher control rating usually exists and even the crew is hesitant about using heavy weapons for fear of damaging the ship.

Most space ports are generally considered to be CR 2, while dense population centers range from 3 to 5. Almost no areas are CR 6 (Total Control) since no one would really want to live in such a place with thousands of alternatives within reach.

Character Creation #

Overview #

The modern era of The Transient Frontier campaign world has just come out of an age very much like that described in Cyberpunk type campaigns (although more advanced than the norm). As such the world still has holdovers from that period, remnants of MegaCorps, private armies, netrunners, splicers, and thieves.

It has however pushed through that dark time and there is light to be seen in the future, it is a brave new world, albeit one still partially under the shadow of the horrors of the old one.

People of The Transient Frontier #

Due to the extensive use of genetic engineering and cybernetic implants most humans are smarter, stronger, faster and generally all round healthier. Many of the modern generation have been given advantages by their parents at birth through the use of genetic engineering. Others received “improvements” later in life (both genetic and cybernetic), and during the time of the MegaCorps this came very much in handy. It was a kill or be killed world at that time, as a result a form of natural selection took place, leaving the majority of people alive today with gifts above the human norm.

As a result the beginning point levels are drastically altered from the norm, instead of the table in GURPS Basic Set (sidebar, page 11) use the following instead:

Below-average 45 points or less
Average 75 points
Above Average 150 points
Experienced 225 points
Hero Material 300 points
Full-fledged hero 450 points
Truly outstanding 600 points
Superhuman 900 points or more

There are a couple of restrictions on how the points should be spent, as outlined below:

  1. At least 60% of starting points should be put aside to attributes

    and/or advantages that can be considered enhancements (i.e. conferred by genetics, nanotech, or cybernetics). Examples of genetic enhancements are enhanced attributes, advantages such as Immunity to Disease, improved physical appearance, less sleep, high pain threshold, etc. Common Biomods are described in chapter 3 of GURPS Bio-Tech, starting on page 61. Nanotech improvements that are popular can be found on page 84 of GURPS Bio-Tech and page 92 of GURPS Ultra-Tech 2. The cyberbrain modification and hypertough skeleton are also examples of nanotech modifications. Implants can be found in GURPS Ultra-Tech, Cyberpunk, Ultra-Tech 2 and other books. Unlike full cybernetics, most implants are subtle by nature, those that are not will likely see the characters discriminated against. Common implants are communicators, computers, cyberliver, intestinal recycler, and others.

  2. Obvious displays of unnatural cybernetics (glowing eyes, a silver

    arm, etc.) or bio-tech modifications (scales, fur, unnatural eyes, etc) will automatically get you a -15 point Social Stigma disadvantage. Full or total cyborgs with natural appearances will have a -20 point Secret, and if it gets out you will face imprisonment or exile. Characters with subtle but extensive genetic alterations (those that would actually classify as a racial change) face a similar fate, and so have the same type of Secret for a disadvantage.

  3. It is possible that a few AI’s disguised in Android bodies have

    remained amongst humankind, it is also possible that some Novum have done something similar by surgically altering their appearance. If this is true and a player wishes to play one of these as a character they have a -30 point Secret, possible death, as a disadvantage.

Most major diseases, ailments, and genetic disorders have been cured, even old age. However there is the possibility that the character was missed in the inoculations, genetic alterations at conception, or could not afford the treatments later in life. Thus there is no limit on the disadvantages that may be taken, just remember that subtle social stigma may be experienced as a result of having disadvantages that are no longer considered common.

Since most disadvantages (even mental ones) can be cured relatively easily a character is still restricted to the regular disadvantage limit of 40 points or any one large disadvantage. The standard 5 points of quirks are also still in effect.

Character Types #

See GURPS Space, pages 31 and 32 for a good listing of common character types. Note that since Psionics do not exist there are no Esper type characters.

GURPS Cyberpunk also includes a number of character types that are found in The Transient Frontier, these are: Bodyguard, Broker, Celebrity, Cop, Corporate, Mercenary, Mobster, Netrunner, Splicer, and Thief.

Due to the advancement of Bio-Technology the character types from GURPS Bio-Tech are also applicable: Bioengineer or Gengineer, Biotech executive, Bioterrorist, Ecological Engineer and Ecoteur, Gene Cop, Genemod human, Hazmat Specialist, Neo-Luddite, Organlegger, Senior Citizen, and Splicer.

Even some character types from GURPS Mecha can be found: Bishonen, Castaway (got caught in some kind of suspended animation and is now decades away from home), Gladiator, Idol (”Idoru”), Instructor, Mascot, Masked Warrior, Mecha Engineer, Outlaw, School Kid with a Destiny, Techno-Knight, or Vigilante.

As is demonstrated above, sourcebooks that are handy for creating characters for The Transient Frontier are: GURPS Space, GURPS Cyberpunk, GURPS Bio-Tech, GURPS Mecha, as well as GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Compedium I, and GURPS Robots.

The Solar System #

General Facts #

The primary measure of distance in the Solar System is the AU or Astronomical Unit, it represents the distance from the Earth to the Sun (Sol), approximately 93 million miles. The orbital radius and other statistics of the various planets of the the Solar System are as follows:

Planet AU Obliquity Rotation Period (hrs)
Mercury 0.39 0.1° 1407.5
Venus 0.72 177.4° 5832.5
Earth 1.00 23.45° 23.9345
Mars 1.52 25.19° 24.623
Asteroid Belt (Ceres) 2.77
Jupiter 5.20 3.12° 9.925
Saturn 9.54 26.73° 10.656
Uranus 19.18 97.86° 17.24
Neptune 30.60 29.56° 16.11
Pluto 39.44 119.6° 153.29

By 2065 there is a complex network of electromagnetic and gravitic accelerators that make up what is known as the Space Expressway, called the Xpressway for short. This network allows ships to travel quickly and inexpensively between planets by removing the need for massive propulsion units. For more information see the section explaining them in detail.

The Solar system is broken up into two categories. The Inner System, comprised of the Sun, Mercury, Venus, Earth, and Mars.

And the Outer System, consisting of Jupiter, Saturn, Uranus, Neptune and Pluto.

What remains of the Asteroid Belt lies between the inner and outer parts of the system, acting as an arbitrary boundary.

Below is a listing for each planet and major object in the Solar System and a brief description, for more complete details see the specific pages for each.

The Sun #

Called Sol, it is the heart of our system. It is a G2 V class star (fairly bright, yellow, main-sequence star) with nine known satellites. It’s biozone (the area where a planet of the star can have liquid water) is between 0.8 and 1.2 AU.

Type: G2 V

Diameter: 863706

Mass: 1.989e+30 kg

Density: 1.41

Biozone: 0.8 to 1.2

The Sun is the largest and most prominent feature in our solar system, accounting for approximately 98% of the systems mass.

More information on it can be found on the Solar Views page devoted to the Sun.

In The Transient Frontier you find human habitations in the strangest of places, while it is not actually possible to live on the Sun, the next best thing has been done. There is a space station in close orbit around the Sun that is dedicated to detailed research of our system’s primary.

The space station Thermae varies it’s orbit around the sun for brief periods of study, most of the time though it orbits at 0.1 AU, which is four times closer to the Sun that Mercury.

Thermae #

Type: Space Station, research

Population: Fluctuates, usually between 90 and 140

Government: Technocracy

Control Rating: Controlled (4)

Tech Level: 13

Points of Interest: The “shield ships” and excursions close to the Sun.

Economy: Funded by research grants and corporate investments.

Thermae does not get many visitors other than those going there to study the sun or transporting people there and back who are. The station is essentially fully automated, and is armoured extremely heavily. In addition it has the solar systems most powerful force field generator and cooling units.

It’s standard compliment is 20 to 30 scientists and the same amount of technicians and assistants, plus their families.

Special “shield ships” are necessary to approach the station under normal circumstances. These huge vessels are giant armoured, umbrella-like creations that serve to shield visiting craft from the intense heat and radiation that are present this close to the Sun. There are only two of these vessels, The Hades and The Incandescent.

Mercury #

Mercury is the closest to the Sun and the eighth largest, it’s temperature variations used to be the most extreme in the system: 90 K to 700 K. Now it is a tropical planet with a booming tourist industry.

Type: Rockball terrestrial

Diameter: 3031.92 miles

Gravity: 0.92G’s (0.28G’s naturally)

Density: 5.42

Atmosphere: Standard Earth-Norm

Climate: Tropical

The closest planet to our sun, it had very drastic temperature variations before massive terra forming was performed. For more information about how it used to be see the Solar Views page on Mercury.

In The Transient Frontier, Mercury is a thriving mining planet, although it’s diameter is 40% smaller than Earth’s it’s density is almost the same. This makes it a rich deposit for heavy metals and other valuable minerals.

All of the old colonies were located below ground for protection from the intense temperature shifts, and being mining colonies anyway it was convenient, since they were there to dig holes in the ground anyway. Since completion of full terra-forming though the surface is now fully habitable though it is still hot when compared to Earth. The average location on Mercury has a climate similar to that of Africa in the middle of July.

The gravity on Mercury as only 0.28G’s (or 28% of Earth norm) before massive gravity generation systems were installed deep within the planet. Now the gravity is 0.92G’s, very close to the strength on Earth.

The atmosphere used to be very thin and composed mostly of helium and sodium so it was in no way hospitable to an unprotected being. With the increased gravity though the ability to alter Mercury’s atmosphere to something close to Earth’s was achievable. It has slightly less oxygen than Earth’s atmosphere but other than that is completely breathable. It’s upper atmosphere contains a special layer designed to reflect most of the Sun’s heat, this is what allows the planet to contain Earth-like life so close to the Sun.

There are only seven nations on Mercury, roughly corresponding to the seven original mining colonies. In addition there is a very large space station/shipyard in orbit around the planet which is self governing.

Thrimero #

Type: Nation

Population: 18,721,300

Government: Representative Democracy

Control Rating: Moderate (3)

Tech Level: 13

Capital City: Thrimero City

Points of Interest: The Robodome, where old mining machines fight it out in the blistering heat.

Economy: Mining and ore-processing

Thrimero was not the first mining colony established on Mercury, but it was the largest and most successful. Mostly the community centers around mining and the profits gained from it, but there is a major venue that has sprung up in the last few years. When old mining robots are considered to be obsolete they are not scrapped, at least not immediately, instead they are sent to the Robodome. Here they battle it out, with televised coverage, in a ring during the full heat of the Mercury day. Since Thrimero is located mostly in the equatorial areas of the planet it can get hot enough to melt some electronic components.

A lot of the cities and towns in Thrimero are still mostly constructed underground in the old style, this provides protection from the heat of the day since they are in one of the hottest zones on the planet.

Other major cities in the nation of Thrimero are: Ospraspak, Ynypse, Akado, Aldon, and Splexey.

Anstom #

Type: Nation

Population: 27,705,000

Government: Socialist Representative Democracy

Control Rating: Moderate (3)

Tech Level: 13

Capital City: Anstom City

Points of Interest: Deepest mineshaft on Mercury, the Crystal Fire Caves, and the Mercurian History Museum.

Economy: Mining and tourism

The first mining colony ever formed on Mercury, Anstom has been through some rough times. Until very recently it was run by a corporate style government, but that was finally removed in the last decade.

Though it does not have the most prolific mines it does boast most of Mercury’s culture, and almost all of the planets major tourist attractions. It has the dubious distinction of having the deepest, and least productive, mineshaft on the planet which is usually a good draw for tourists. Also on this tour are the Crystal Fire Caves which is nothing more than a large cavern formed of natural crystal that experiences seepage from a methane deposit. But the random and colourful blasts it produces are an exciting tour event. Finally there is the Mercurian History Museum, home to relics of the colonisation and artefacts of the planets short inhabited history.

Once, the population was much higher but it was struck hard by the Berserker virus in the last war and is still recovering. The major cities of Anstom (other than Anstom City) are: Jikak, Lena, New Prague, and Sherp.

Breox #

Type: Nation

Population: 17,100,500

Government: Representative Democracy

Control Rating: Free (2)

Tech Level: 13

Capital City:

Points of Interest: Tallest structure on Mercury, the Angust Tower.

Economy: Mining and Pharmaceuticals

The nation of Breox has seen some major pharmaceutical companies opening up shop in the last few years. This is a good thing, as most of the major mines have run dry. The catacombs have been transformed into a network of pocket environments for developing and testing new drugs.

Eskurt #

Type: Nation

Population: 16,045,900

Government: Bureaucratic Democracy

Control Rating: Controlled (4)

Tech Level: 13

Capital City:

Points of Interest:

Economy: Mining

Sprifel #

Type: Nation

Population: 11,060,800

Government: Feudal

Control Rating: Controlled (4)

Tech Level: 13

Capital City:

Points of Interest:

Economy: Mining

Droondi #

Type: Nation

Population: 7,112,100

Government: Dictatorial Meritocracy

Control Rating: Very free (1)

Tech Level: 13

Capital City:

Points of Interest: The Dinosaur preserves.

Economy: Mining and tourism

Ertse #

Type: Nation

Population: 5,250,750

Government: Athenian Democracy

Control Rating: Free (2)

Tech Level: 13

Capitol City:

Points of Interest:

Economy: Mining

Hespen Shipyards #

Type: Space Station

Population: 150,450

Government: Technocracy

Control Rating: Controlled (4)

Tech Level: 13

Points of Interest:

Economy: Starship construction and repair

Venus #

Venus is named after the Roman goddess of love and beauty, it is considered Earth’s sister planet by many as it is only slightly smaller than Earth (95% of Earth’s diameter, 80% of Earth’s mass). It had a super dense atmosphere approximately 90 times the pressure of Earth’s, composed mostly of carbon dioxide, and was hotter than Mercury (approximately 740K), but without the drastic variations. After terra-forming it is now a warm Earth-like planet that is fast becoming the agricultural center of the Solar system.

Earth #

Earth, sometimes called Terra Firma, is the cradle of humanity as it has been called is the densest major body in the system; it has a single natural satellite called the Moon, as well as several immense orbital space colonies.

Mars #

Mars is named after the Roman god of war, its surface temperatures range widely from as little as 140 K (-133 C, -207 F) at the winter pole to almost 300 K (27 C, 80 F) on the day side during summer. It has two satellites: Phobos and Deimos. Mars has a very thin atmosphere composed mostly of the tiny amount of remaining carbon dioxide (95.3%) plus nitrogen (2.7%), argon (1.6%) and traces of oxygen (0.15%) and water (0.03%); pressure is less than 1% of Earth norm.

The Asteroid Belt #

Many theorize that the asteroid belt is debris from a planet that failed to form or was ripped apart in it’s early formation. Whatever it might have been it is now a collection of small planetoids, the largest which is called Ceres, that orbit around the Sun between Mars and Jupiter.

Jupiter #

Jupiter was the fifth planet from the Sun and by far the most massive, weighing in at twice as much as all other planets combined! A gas giant composed of 90% hydrogen and 10% helium, it had 28 satellites the largest of which were: Io, Europa, Ganymede and Callisto. Since the great world construction project performed by the Solar Confederation though Jupiter is much different than it once was.

Saturn #

Saturn is sixth from the Sun and the second largest planet. It is the least dense of them all, its specific gravity being 0.7, which is less than water. It is composed of 75% hydrogen and 25% helium with other trace elements, it has 30 satellites, the most significant of which are: Titan, Rhea, Dione, and Tethys.

Uranus #

Uranus is the third largest planet. It is actually smaller in mass than Neptune, its atmosphere is about 83% hydrogen, 15% helium and 2% methane. It has over 20 satellites, the largest being: Titania, Oberon, and Umbriel.

Neptune #

Neptune is the eighth planet from the Sun and fourth largest by diameter. It has eight satellites, 7 minor ones and one major, Triton.

Pluto #

Because Pluto‘s orbit is so eccentric, it sometimes crosses the orbit of Neptune, making Neptune the most distant planet from the Sun for a few years. It is the smallest planet, smaller even than seven of the solar system’s moons (the Moon, Io, Europa, Ganymede, Callisto, Titan, and Triton). The surface temperature on Pluto varies between about -235 and -210 C (38 to 63 K), it has one satellite, called Charon.

Vehicles #

Due to the rapid explosion in technology it is not uncommon to see TL11 to TL13 vehicles travelling along side each other. In fact it is very common to see ships that have a mix of TL’s in their components.

Often there is not much wrong with an older space ship or shuttle other than it is a little bigger and less refined than it’s newer siblings. However practically speaking a TL11 space ship and a TL13 space ship will get you around the solar system just as well as the other given that most aren’t designed to go very fast anyway. The Space Expressways are mostly used to move traffic around the solar system, if you go off the beaten path for some reason be prepared to take a leisurely gaunt, as most space craft are not designed for this.

Of course newer craft are lighter, more fuel efficient and generally have superior weapons if they sport any at all. With the advent of contragravity at TL12 there is a slight shift in ship design, since it is now possible for very large ships to land and take off from planets relatively easily. Specialized trans-atmosphere shuttles become rare in favour of larger more general purpose ones.

With the introduction of force screens and the improvement of reactionless drives at TL13 one sees another shift in starship construction. Larger power plants now become the norm, to power these new devices.

Notes: All vehicles were designed using GURPS Vehicle Designer. You can get the design files in here. In order to view these files you will need to download GVD, which you can find here.

Civilian Aerospace Craft #

More than 80% of all commerce, manufacturing, and mining takes place in space. Therefore it is not surprising that a large segment of the population finds it more convenient to live in space. Often it is cheaper to buy a 50+ year old ship that you can take with you, than a house or apartment on a colony. Most personal craft sport some kind of light armament to protect themselves from the pirates and other outlaws plying the space ways.

Civilian Small Aerospace Craft #

This section contains a collection of small personal vehicles such as hover cars, planes, hover cycles, and many others.

Hover Car #

This is the primary family vehicle, it comes in a variety of different shapes and forms, some being faster others being capable of carrying more people or cargo.

Vehicle Class: Hover Car

Vehicle Type: Standard family model

Tech Level: 13

Size: 196.61 cubic feet

Mass: 0.5 tons empty, 0.8 tons fully loaded.

Cost: $40,000

Crew: One, plus room for up to four passengers

Cargo: 20 cubic feet.

Armour: Overall - (PD 4, DR 20, metal)

Armament: None

Power System: 16.23 kW solar cell array and four rechargeable E cells

Propulsion: Vectored 2,000 lb super reactionless thruster and a contragravity generator.

Performance:

  • Hovering - 175 mph at 2 feet, 5 mph/s acceleration, 22 mph/s

    deceleration

  • Flying - 385 mph, 25 mph/s acceleration, 22 mph/s deceleration

  • Space - 27.38 mph/s acceleration (1.25 G’s).

Endurance: 8 hours average

Civilian Shuttles #

With space travel so common a large percentage of the population owns it’s own aerospace shuttle craft for use both on and off planet.

The Corsair #

This general purpose VTOL aerospace shuttle is a staple of most space fleets and can be found in most hangars. Although built mainly as a civilian shuttle a lightly armed police version is also available. The Corsair was first built in 2055 and is now over half a century old, it was considered outdated by 2069 but is still popular out among the colonies. Since so many were produced there is no shortage of spare parts or places that can service it.

Vehicle Class: Small trans-atmospheric space shuttle

Vehicle Type: Lockhide SXS-600

Tech Level: 12

Size: 440.6 cubic feet

Mass: 2.4 tons empty, 3.03 tons fully loaded.

Cost: $295,000.00, add $40,000 for police version (half price after 2075).

Crew: Two, with room for six passengers.

Cargo: 20 cubic feet, plus each passenger seat can be folded down to provide an additional 10 cubic feet of storage instead.

Armour: Body (PD 4, DR 100, composite); Engine pods (2, each PD 4, DR 60, composite).

Armament: None for the civilian version, 12.7mm gauss for police version.

Power System: 26.04 kW solar cell array and ten (10) type E rechargeable power cells.

Propulsion: Two vectored 8,000 lb standard reactionless thrusters

Performance:

  • Atmosphere - 1760 mph (almost mach 2.4), stall speed of 0 mph, 53

    mph/s acceleration, 18 mph/s deceleration

  • Space - 57.82 mph/s acceleration (2.64 G’s).

Endurance: At full power, almost two hours; though with average use it will go for about twice that long before needing a recharge.

The Corsair 2 #

With the success of the original Corsair the company decided to go for a “sportier” version of the old classic, so in 2060 they unveiled the Corsair 2. With it’s radical aerodynamics, ultra light frame, and more powerful engines it significantly out performs the regular Corsair. All other features remain the same except for a more luxurious looking interior, more roomy pilot and co-pilot seats, and there is only room for four passengers. Because of the huge price difference the improved model did not sell nearly as many. A police pursuit package was also available.

Vehicle Class: Small trans-atmospheric space shuttle

Vehicle Type: Lockhide SXS-620

Tech Level: 12

Size: 409.43 cubic feet

Mass: 1.93 tons empty, 2.55 tons fully loaded.

Cost: $560,000.00, add $40,000 for police version (half price after 2075)

Crew: Two, with room for four passengers.

Cargo: 20 cubic feet, plus each passenger seat can be folded down to provide an additional 10 cubic feet of storage instead.

Armour: Body (PD 4, DR 100, composite); Engine pods (2, each PD 4, DR 60, composite).

Armament: None for the civilian version, 12.7mm gauss for police version.

Power System: 24.61 kW solar cell array and ten (10) type E rechargeable power cells.

Propulsion: Two vectored 20,000 lb super reactionless thrusters.

Performance:

  • Atmosphere - 6,235 mph (just over mach 8.4), stall speed of 0 mph,

    157 mph/s acceleration, 40 mph/s deceleration

  • Space - 171.91 mph/s acceleration (7.85 G’s).

Endurance: At full power, about 45 minutes; though with average use it will go 3 to 4 times longer between recharges.

The Corsair 2075 #

With the failure of it’s last model the designers decided to go back to the basics and make an improved version of the original. The new version has slightly more powerful engines than the original as well as a lighter frame and more responsive handling, it also sports the roomier crew seats found on the Corsair 2, but still has room for six passengers.

Vehicle Class: Small trans-atmospheric space shuttle

Vehicle Type: Lockhide SXS-62075

Tech Level: 13

Size: 457.32 cubic feet

Mass: 1.77 tons empty, 2.4 tons fully loaded.

Cost: $345,000.00, add $40,000 for police version (half price after 2075).

Crew: Two, with room for six passengers.

Cargo: 20 cubic feet, plus each passenger seat can be folded down to provide an additional 10 cubic feet of storage instead.

Armour: Body (PD 4, DR 100, composite); Engine pods (2, each PD 4, DR 60, composite).

Armament: None for the civilian version, 12.7mm gauss for police version.

Power System: 27.1 kW solar cell array and eight (8) type E rechargeable power cells.

Propulsion: Two vectored 10,000 lb standard reactionless thrusters

Performance:

  • Atmosphere - 2,180 mph (almost mach 3), stall speed of 0 mph, 83

    mph/s acceleration, 44 mph/s deceleration

  • Space - 91.32 mph/s acceleration (4.17 G’s).

Endurance: At full power, almost one and a half hours; though with average use it will go for about 2 to 3 times longer before needing a recharge.

Civilian Freighters #

Freighters are the backbone of interplanetary commerce and come in a variety sizes from small couriers all the way up to massive super freighters.

Small Space Freighter #

Vehicle Class: Small space freighter

Vehicle Type: TransGal Industries Seriatim class space freighter

Tech Level: 13

Size: 26,000 cubic feet

Mass: 42.21 tons empty, 192.72 tons fully loaded.

Cost: $2,800,000

Crew: Three, but there are rooms for up to six and the life support system can sustain up to twelve without strain.

Cargo: 12,959.21 cubic feet.

Armour: PD 4, DR 100 overall

Auxiliary Craft: Hanger bay capable of holding 2000 cf worth of craft.

Armament: Two turrets, each with a 4,000 kJ laser [RoF 12; 6d×10; 16,000 1/2D; 48,000 Max; Acc 24; SS 25; 1000 shots collectively for both].

Power System: Two 12,300 kW antimatter reactors, 407.47 kW solar cell array, and ten rechargeable E-cells.

Propulsion: Two standard 220,000 lb reactionless thrusters and a 420,000 lb contragravity generator.

Performance:

  • Space - 24.97 mph/s (~1.14 G’s) with a turn around of 70 seconds

  • Atmosphere - 600 mph, 0 mph stall speed, 23 mph/s acceleration, and

    14 mph/s deceleration.

Medium Space Freighter #

Vehicle Class: Medium space freighter

Vehicle Type: TransGal Industries Carguero class space freighter

Tech Level: 13

Size: 58,000 cubic feet

Mass: 68.05 tons empty, 502.63 tons fully loaded.

Cost: $4,100,000

Crew: Three, but there are rooms for up to six and the life support system can sustain up to twelve without strain.

Cargo: 41,330.42 cubic feet.

Armour: PD 4, DR 100 overall

Auxiliary Craft: Hanger bay capable of holding 2000 cf worth of craft.

Armament: Three turrets, each with a 4,000 kJ laser [RoF 12; 6d×10; 16,000 1/2D; 48,000 Max; Acc 24; SS 25; 1000 shots collectively for all].

Power System: Two 29,200 kW antimatter reactors, 695.84 kW solar cell array, and ten rechargeable E-cells.

Propulsion: Five standard 220,000 lb reactionless thrusters and a 1,050,000 lb contragravity generator.

Performance:

  • Space - 23.87 mph/s (~1.09 G’s) with a turn around of 80 seconds

  • Atmosphere - 600 mph, 0 mph stall speed, 22 mph/s acceleration, and

    12 mph/s deceleration.

Large Space Freighter #

Vehicle Class: Large space freighter

Vehicle Type: TransGal Industries Hydricity class space freighter

Tech Level: 13

Size: 126,000 cubic feet

Mass: 115.92 tons empty, 1157.43 tons fully loaded.

Cost: $6,500,000

Crew: Three, but there are rooms for up to six and the life support system can sustain up to twelve without strain.

Cargo: 101,963.46 cubic feet.

Armour: PD 4, DR 100 overall

Auxiliary Craft: Hanger bay capable of holding 2000 cf worth of craft.

Armament: Four turrets, each with a 4,000 kJ laser [RoF 12; 6d×10; 16,000 1/2D; 48,000 Max; Acc 24; SS 25; 2000 shots collectively for all].

Power System: Two 62,500 kW antimatter reactors, 1167.41 kW solar cell array, and ten rechargeable E-cells.

Propulsion: Two standard 1,200,000 lb reactionless thrusters and a 2,400,000 lb contragravity generator.

Performance:

  • Space - 22.78 mph/s (~1.04 G’s) with a turn around of 90 seconds

  • Atmosphere - 600 mph, 0 mph stall speed, 21 mph/s acceleration, and

    10 mph/s deceleration.

Super Space Freighter #

Vehicle Class: Super space freighter

Vehicle Type: TransGal Industries Sorong class space freighter

Tech Level: 13

Size: 265,000 cubic feet

Mass: 200.02 tons empty, 2490.32 tons fully loaded.

Cost: $10,700,000

Crew: Three, but there are rooms for up to six and the life support system can sustain up to twelve without strain.

Cargo: 226,749.4 cubic feet.

Armour: PD 4, DR 100 overall

Auxiliary Craft: Hanger bay capable of holding 2000 cf worth of craft.

Armament: Four turrets, each with a 4,000 kJ laser [RoF 12; 6d×10; 16,000 1/2D; 48,000 Max; Acc 24; SS 25; 2000 shots collectively for all].

Power System: Two 124,000 kW antimatter reactors, 1904.58 kW solar cell array, and ten rechargeable E-cells.

Propulsion: Four standard 1,200,000 lb reactionless thrusters and a 5,000,000 lb contragravity generator.

Performance:

  • Space - 21.02 mph/s (~0.96 G’s) with a turn around of 90 seconds

  • Atmosphere - 600 mph, 0 mph stall speed, 19 mph/s acceleration, and

    10 mph/s deceleration

Civilian Bulk Transports #

Bulk transports are used to haul volume freight between worlds and even around on the same world. They utilize modular containers to hold their cargo, this enables them to be easily outfitted to transport a variety of substances. Other pods have also been developed for the bulk transports to turn them into platforms for different types of enterprises, or just to augment freight hauling. One set of pods turns a bulk transport into a colony ship, another a survey ship, and another a troop transport. Below is an example of some types of containers, and some ships made to haul them.

Standard Cargo Pod #

This pod is used to transport packaged or stackable goods, it has limited facilities of it’s own, mostly it relies on the host ship for essential services.

Vehicle Class: Standard cargo container

Vehicle Type: Cargo Pod

Tech Level: 13

Size: 400,000 cubic feet

Mass: 17.74 tons empty, 4,016.69 tons fully loaded.

Cost: $880,000

Crew: None.

Cargo: 399,895.77 cubic feet.

Armour: PD 4, DR 100 overall, fireproof ablative.

Auxiliary Craft: None.

Armament: None.

Power System: 130.29 kW solar cell array and one rechargeable E-cell.

Propulsion: None.

Performance: N/A.

Small Bulk Transport #

The smallest of the container ships, the small bulk transport is the only one meant to land on a planet. Often one is carried by the larger transports to be used in transferring containers.

Vehicle Class: Small bulk transport

Vehicle Type: Container ship

Tech Level: 13

Size: 37,000 cubic feet (with cargo pod attached it is approximately 437,000 cubic feet).

Mass: 553.33 tons empty, 4,621.27 tons fully loaded.

Cost: $31,450,000

Crew: Two to Four.

Cargo: 898.15 cubic feet.

Armour: PD 4, DR 100, composite overall.

Auxiliary Craft: 800 cf hangar bay, and one cradle for a cargo pod weighting 4,050 tons or less.

Armament: Four turrets, each with a 4,000 kJ laser [RoF 12; 6d×10; 16,000 1/2D; 48,000 Max; Acc 24; SS 25; 2000 shots collectively for all].

Power System: Two 250,000 kW antimatter reactors, 12,200 kW fusion reactor, 515.36 kW solar cell array, and ten rechargeable E-cells.

Propulsion: Two 5,000,000 lb super reactionless thrusters and a 10,000,000 lb contragravity generator.

Performance:

  • Space - 23.65 mph/s (~1.08 G’s) with 80 second turn around.

  • Atmosphere - 600 mph, 22 mph/s acceleration, 12 mph/s deceleration.

Medium Bulk Transport #

Capable of holding a total of 5 cargo pods: 4 pods plus a small bulk transport with pod (or alternatively just a pod). The medium bulk transport is the first that is incapable of landing and almost impossible to handle in an atmosphere.

Vehicle Class: Medium bulk transport

Vehicle Type: Container ship

Tech Level: 13

Size: 132,000 cubic feet (with cargo pods and small transport attached it is approximately 2,169,000 cubic feet).

Mass: 2,475.66 tons empty, 23,344.51 tons fully loaded.

Cost: $107,500,000

Crew: Two to Four.

Cargo: 3185.83 cubic feet.

Armour: PD 4, DR 100, composite overall.

Auxiliary Craft: 1000 cf hangar bay, four cradles for cargo pods weighting 4,050 tons each or less, and a cradle for a small bulk transport with cargo pod (or just a cargo pod) weighting 4,625 tons or less.

Armament: Four turrets, each with a 8,000 kJ laser [RoF 12; 6d×10; 16,000 1/2D; 48,000 Max; Acc 24; SS 25; 2000 shots collectively for all].

Power System: Two 750,000 kW antimatter reactors, one 2,200 kW fusion reactor, 1242.88 kW solar cell array, and twenty rechargeable E-cells.

Propulsion: Three 10,000,000 lb super reactionless thrusters.

Performance: Space - 14.02 mph/s (~0.64 G’s) with 90 second turn around.

Large Bulk Transport #

Capable of holding 16 cargo pods and a small bulk transport with a cargo pod (or alternatively just a cargo pod) for a total capacity of 17 pods. The large bulk transport is also almost impossible to operate in an atmosphere and not capable of landing.

Vehicle Class: Large bulk transport

Vehicle Type: Container ship

Tech Level: 13

Size: 430,000 cubic feet (with cargo pods and small transport attached it is approximately 7,267,000 cubic feet).

Mass: 8,177.11 tons empty, 77,697.26 tons fully loaded.

Cost: $351,350,000

Crew: Four to Eight.

Cargo: 8,089.8 cubic feet.

Armour: PD 4, DR 100, composite overall.

Auxiliary Craft: 1000 cf hangar bay, sixteen cradles for cargo pods weighting 4,050 tons each or less, and a cradle for a small bulk transport with cargo pod (or just a cargo pod) weighting 4,625 tons or less.

Armament: Four turrets, each with a 8,000 kJ laser [RoF 12; 6d×10; 16,000 1/2D; 48,000 Max; Acc 24; SS 25; 2000 shots collectively for all].

Power System: Two 2,500,000 kW antimatter reactors, one 2,200 kW fusion reactor, 2,733.54 kW solar cell array, and thirty rechargeable E-cells.

Propulsion: Five 20,000,000 lb super reactionless thrusters.

Performance: Space - 14.02 mph/s (~0.64 G’s) with 100 second turn around.

Super Bulk Transport #

Capable of holding 40 cargo pods and two small bulk transports with a cargo pod (or alternatively just cargo pods), for a total capacity of 42 pods. The super bulk transport is also almost impossible to operate in an atmosphere and not capable of landing.

Vehicle Class: Super bulk transport

Vehicle Type: Container ship

Tech Level: 13

Size: 975,000 cubic feet (with cargo pods and small transports attached it is approximately 17,849,000 cubic feet).

Mass: 19,541.49 tons empty, 190,902.98 tons fully loaded.

Cost: $765,000,000

Crew: Six to Twelve.

Cargo: 9,445.6 cubic feet.

Armour: PD 4, DR 100, composite overall.

Auxiliary Craft: 1000 cf hangar bay, forty cradles for cargo pods weighting 4,050 tons each or less, and two cradles for small bulk transports with cargo pods (or just a pair of cargo pods) weighting 4,625 tons each or less.

Armament: Four turrets, each with a 10,000 kJ laser [RoF 12; 6d×10; 16,000 1/2D; 48,000 Max; Acc 25; SS 30; 4000 shots collectively for all].

Power System: Two 5,000,000 kW antimatter reactors, one 3,000 kW fusion reactor, 4,718.69 kW solar cell array, and forty rechargeable E-cells.

Propulsion: Four 50,000,000 lb super reactionless thrusters.

Performance: Space - 11.39 mph/s (~0.52 G’s) with 100 second turn around.

Military Aerospace Craft #

There is not much difference between military and police forces in the late 21st and early 22nd century. Most patrol craft are only lightly armed, while the assault craft are bristling with weapons.

Military Missiles & Torpedoes #

Missiles in this section are mostly what would be called space cruise missiles, which are basically super smart self piloting kamikaze attach craft.

The Predator III #

This unmanned attack drone is the ultimate culmination of cruise missile technology. Capable of traversing both atmosphere and space, almost completely unnoticed with its impressive stealth capabilities, and with practically infinite range this missile is capable of delivering a nuclear payload anywhere given enough time.

Armed with both active and passive sensors as well as a highly sophisticated robot intelligence that can actually learn from past mistakes, this drone will dog its enemy’s tail until it is destroyed or the target is.

The state of the art reactionless drive system, antimatter reactor, and living metal hull are what give it the fearsome range, but the fact that it has a devious tactical computer that is willing to lurk on the fringes of it’s targets sensor range until the time is right is what gives this missile it’s reputation. Some people insist that the programmers of the missile’s guidance and attack program gave it the ability to toy with it’s prey before making the kill. The manufacturer has denied this allegation, but that has not stopped many from wondering after watching one in action.

Vehicle Class: Tactical/Strategic self guiding stealth drone

Vehicle Type: Dyson Arms TSTGRD-P3-004 “Predator III”

Tech Level: 13

Size: 200mm diameter, 7.11 cubic feet

Mass: 307.5 pounds.

Cost: $320,000 each

Crew: Unmanned attack drone

Cargo: None

Armour: Body (PD 4, DR 20, laminate).

Armament: HESH [6d×1500 explosive] or HEAT [6d×100(10)] warhead, plus the antimatter reactor detonates on impact [~6d×13,000,000 explosive].

Power System: 260.14 kW antimatter reactor.

Propulsion: Vectored 5,000 lb super reactionless thruster.

Performance:

  • Atmosphere - 8,725 mph (~mach 11.8), 0 mph stall speed, 305 mph/s

    acceleration, and 28 mph/s deceleration.

  • Space - 356.09 mph/s acceleration (~16.26 G’s).

Endurance: 5 years at full operation.

The Decimator #

This weapon is like the Predator in many ways except that it lacks it’s range and it is mostly meant to be used as a ship killer. It runs on a standard power cell, and because it does not have an antimatter reactor it uses a secondary nuclear warhead to cause damage to targets. It comes in two varieties, HESH or HEAT, which is it’s primary mode of attach since most targets it will be aimed at are protected by nuclear dampers. There are several different sizes of Decimators, ranging from 200mm diameter and up, see each entry below for details on each.

200mm Decimator

Vehicle Class: Strategic self guiding stealth drone

Vehicle Type: Dyson Arms SSGSK-D1-200 “Decimator”

Tech Level: 13

Size: 200mm diameter, 8.48 cubic feet

Mass: 364 pounds.

Cost: $350,000 each

Crew: Unmanned attack drone

Cargo: None

Armour: Body (PD 4, DR 20, laminate)

Armament: Primary HESH [6d×1500 explosive] or HEAT [6d×100(10)] warhead; Secondary 1 megaton nuclear warhead [12d×2,000,000,000 explosive].

Power System: One type D power cell

Propulsion: 10,000 lb super reactionless thruster

Performance:

  • Atmosphere - 12,010 mph (~mach 16), 95 mph stall speed, 550 mph/s

    acceleration, and 2 mph/s deceleration.

  • Space - 602.03 mph/s acceleration (~27.5 G’s), turn around of 1

    second.

Endurance: About 4 minutes at constant thrust.

300mm Decimator

Vehicle Class: Strategic self guiding stealth drone

Vehicle Type: Dyson Arms SSGSK-D1-300 “Decimator”

Tech Level: 13

Size: 300mm diameter, 16.22 cubic feet

Mass: 674 pounds.

Cost: $400,000 each

Crew: Unmanned attack drone

Cargo: None

Armour: Body (PD 4, DR 20, laminate)

Armament: Primary HESH [6d×5062 explosive] or HEAT [6d×150(10)] warhead; Secondary 1 megaton nuclear warhead [12d×2,000,000,000 explosive].

Power System: Two type D power cells

Propulsion: 16,000 lb super reactionless thruster

Performance:

  • Atmosphere - 12,240 mph (~mach 16.5), 340 mph stall speed, 475

    mph/s acceleration, and 2 mph/s deceleration.

  • Space - 520.12 mph/s acceleration (~23.75 G’s), turn around of 10

    seconds.

Endurance: About 5 minutes at constant thrust.

400mm Decimator

Vehicle Class: Strategic self guiding stealth drone

Vehicle Type: Dyson Arms SSGSK-D1-400 “Decimator”

Tech Level: 13

Size: 400mm diameter, 36.3 cubic feet

Mass: 1462 pounds.

Cost: $800,000 each

Crew: Unmanned attack drone

Cargo: None

Armour: Body (PD 4, DR 20, laminate)

Armament: Primary HESH [6d×12,000 explosive] or HEAT [6d×200(10)] warhead; Secondary 1 megaton nuclear warhead [12d×2,000,000,000 explosive].

Power System: Eight type D power cells

Propulsion: Three 10,000 lb super reactionless thrusters.

Performance:

  • Atmosphere - 12,815 mph (~mach 17.3), 435 mph stall speed, 410

    mph/s acceleration, and 2 mph/s deceleration.

  • Space - 449.39 mph/s acceleration (~20.52 G’s), turn around of 20

    seconds.

Endurance: About 11 minutes at constant thrust.

600mm Decimator

Vehicle Class: Strategic self guiding stealth drone

Vehicle Type: Dyson Arms SSGSK-D1-600 “Decimator”

Tech Level: 13

Size: 600mm diameter, 119.81 cubic feet

Mass: 4,800.71 lbs (~2.4 tons)

Cost: $1,600,000 each

Crew: Unmanned attack drone

Cargo: None

Armour: Body (PD 4, DR 100, thermal superconducting laminate)

Armament: Primary HESH [6d×40,500 explosive] warhead; Secondary 1 megaton nuclear warhead [12d×2,000,000,000 explosive].

Power System: Two type E power cells

Propulsion: Four 24,000 lb super reactionless thrusters.

Performance:

  • Atmosphere - 15,395 mph (~mach 20.8), 640 mph stall speed, 400

    mph/s acceleration, and 2 mph/s deceleration.

  • Space - 438 mph/s acceleration (20 G’s), turn around of 30 seconds.

Endurance: Almost 9 minutes at constant thrust.

The Devastator #

This class of missile was never intended to be launched from a planet, rather it was to be launched from space to devastate a planetary target or a heavy warship. Like the Decimator it has a primary and secondary warhead, although the larger versions leave off the secondary nuke since they carry antimatter reactors which pack just as big a punch. Sizes range from 800mm and up.

800mm Devastator

Vehicle Class: Strategic self guiding stealth drone

Vehicle Type: Dyson Arms SSGSK-DD01-800 “Devastator”

Tech Level: 13

Size: 800mm diameter, 147.06 cubic feet

Mass: 7988.24 lbs (~3.99 tons)

Cost: $1,700,000 each

Crew: Unmanned attack drone

Cargo: None

Armour: Body (PD 4, DR 100, thermal superconducting laminate)

Armament: Primary HESH [6d×96,000 explosive] warhead; Secondary 1 megaton nuclear warhead [12d×2,000,000,000 explosive].

Power System: Six type E power cells

Propulsion: Four 30,000 lb super reactionless thrusters.

Performance:

  • Atmosphere - 600 mph, 955 mph stall speed, 300 mph/s acceleration,

    and 2 mph/s deceleration.

  • Space - 328.94 mph/s acceleration (~15 G’s), turn around of 30

    seconds.

Endurance: About 20 minutes at constant thrust.

2000mm Devastator

Vehicle Class: Strategic self guiding stealth drone

Vehicle Type: Dyson Arms SSGSK-DD01-2000 “Devastator”

Tech Level: 13

Size: 2000mm diameter, 1560 cubic feet

Mass: 81,612.41 lbs (~40.81 tons)

Cost: $18,000,000 each

Crew: Unmanned attack drone

Cargo: None

Armour: Deflector field (PD 8); Body (PD 4, DR 200, thermal superconducting laminate).

Armament: Primary HESH [6d×1,500,000 explosive] warhead; plus the antimatter reactor will self-destruct [~6d×5,200,000,000 explosive].

Power System: 104,200.7 kW antimatter reactor, plus a backup type E power cell.

Propulsion: One 2,000,000 lb mega reactionless thruster.

Performance:

  • Atmosphere - 600 mph, 2,020 mph stall speed, 490 mph/s acceleration,

    and 2 mph/s deceleration.

  • Space - 536.77 mph/s acceleration (~24.5 G’s), turn around of 50

    seconds.

Endurance: About 5 years at constant thrust.

Military Aerospace Battlesuits #

Although more common in ground combat the battlesuit is proving itself more and more to be a worth aerospace attach craft. Small enough to avoid detection, seek out a large ships vulnerabilities and utilize it’s heavy weaponry to it’s maximum effect the aerospace battlesuit is a fearsome opponent in the space arena.

The Valkyrie Medium Aerial Battlesuit #

This suit is nothing special on the ground, but find it in the air or space and watch out. It is incredibly fast for a battlesuit and for all practical purposes it has an infinite range. Armed with a 20mm autocannon and neutral particle beam on each arm it packs a vicious punch as well. Introduced in 2101 it saw heavy use in the latter half of the MegaCorp Wars, since then it has been a staple of most mercenary groups.

Vehicle Class: Medium high mobility battlesuit, aerospace

Vehicle Type: FB-V037 “Valkyrie”

Tech Level: 13

Size: 35.16 cubic feet

Mass: 1.18 tons empty, 1.43 tons fully loaded.

Cost: $2,400,000

Crew: One

Cargo: 1.6 cubic feet in each leg compartment

Armour:

  • Deflector field (PD 8)

  • Force screen (DR 396, velocity limited and fragile)

  • Body (PD 4, DR 400, thermal superconducting laminate)

  • Head (PD 4, DR 200, thermal superconducting laminate)

  • Arms (2, each PD 4, DR 200, thermal superconducting laminate)

  • Legs (2, each PD 4, DR 200, thermal superconducting laminate)

  • Engine pod (PD 4, DR 200, thermal superconducting laminate).

Armament:

  • One 20mm gauss autocannon on each arm (2 total)

  • One 1600 kJ neutral particle beam on each arm (2 total)

  • Self-destruct system.

Power System: 120 kW antimatter reactor, 3.06 kW solar cell array, and two rechargeable E cells.

Propulsion: Two vectored 8,000 lb reactionless thrusters and two 6.9 kW leg actuators (one in each leg).

Performance:

  • Walking/Running - 20 mph on road, 16 mph off road, 14 mph/s

    acceleration, 20 mph/s deceleration

  • Atmosphere - 600 mph, stall speed of 0 mph, 36 mph/s acceleration

    (92 mph/s with overboost), 24 mph/s deceleration

  • Space - 61.1 mph/s (2.79 G’s) or 122.42 mph/s (5.59 G’s) with

    overboost.

Endurance: Cruising speeds are maintainable indefinitely, overboost draws on the power cells so has a limited duration (between a half and three quarters of an hour).

Military Aerospace Mecha #

The aerospace mecha has been an accepted part of the space military forces for quite some time now, longer than that of the lighter battlesuit.

The Gola II Heavy Aerial Battloid #

Both on land as well as in the air this robot vehicle is fearsome, it is not to shabby in space either though it is not nearly as manoeuvrable as many other aerospace vehicles.

Vehicle Class: Heavy aerial battloid

Vehicle Type: HAB-G2067

Tech Level: 13

Size: 229.72 cubic feet

Mass: 6.4 tons empty, 7.73 tons fully loaded.

Cost: $11,000,000.00

Crew: One

Cargo: 2 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Force screen (DR 396, velocity limited and fragile)

  • Body (PD 4, DR 800, thermal superconducting laminate)

  • Head (PD 4, DR 400, thermal superconducting laminate)

  • Arms (2, each PD 4, DR 350, thermal superconducting laminate)

  • Legs (2, each PD 4, DR 450, thermal superconducting laminate)

  • Engine pods (2, each PD 4, DR 350, thermal superconducting

    laminate).

Armament:

  • One head mounted 20,000 kJ x-ray laser

  • One 20mm gauss autocannon in each arm (total of 2)

  • One 20,000 kJ neutral particle beam in each arm (total of 2)

  • One 8 tube muzzle loading 120mm missile launcher in each leg (total

    of 2)

  • One 106mm light automatic missile launcher in each engine pod (total

    of 2, each holds 8 missiles).

Power System: 2700 kW antimatter reactor, 7.58 kW solar cell array, and five (5) rechargeable E cells (1 in the body, 2 in each engine pod).

Propulsion: Two 8,000 lb super reactionless thrusters, a pair of 165 kW leg actuators (one in each leg) and a contragravity generator.

Performance:

  • Walking - 40 mph on and off road, 16 mph/s acceleration, 20 mph/s

    deceleration

  • Flying - 600 mph, stall speed of 0 mph, 21 mph/s acceleration, 22

    mph/s deceleration

  • Space - 22.56 mph/s acceleration (1.03 G’s) with a turn around of 30

    seconds.

Endurance: Effectively unlimited

Military Aerospace Tactical Armour #

Although normally one would consider tanks and armoured personnel carriers to be strictly ground vehicles the advent of contragravity technology quickly made anything but hover vehicles obsolete. Since the difference between a hover vehicle and one that can operate in space is very minute aerospace tanks were born.

The Cougar Light Cybertank #

Though not terribly quick, it’s small size lets it get many places a medium or heavy tank could not go. It’s role on the battle field is more likely to provide support for infantry troops. While against other tanks it may not stack up, against armoured artillery, armoured infantry, and the like it is more than a match.

Vehicle Class: Heavy Hover Cybertank

Vehicle Type: GE LCT-G-008 “Cougar”

Tech Level: 13

Size: 522.13 cubic feet

Mass: 22.08 tons empty, 22.9 tons fully loaded.

Cost: $15,000,000

Crew: Two

Cargo: 4 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Force Screen (DR 1440, velocity limited, fragile)

  • Body (PD 4, DR 4000)

  • Main turret (PD 4, DR 2000)

  • Secondary turret (PD 4, DR 1000)

  • Engine pods (2, each PD 4, DR 4000)

  • Retractable wheels (PD 4, DR 100)

Armament:

  • Main turret

    • One 80mm Gauss cannon

    • One 30,000 kJ particle beam cannon

  • Secondary turret

    • One 1600 kJ rainbow laser
  • Main body

    • One 20mm gauss gatling

    • Four 114mm heavy automatic missile launchers [RoF 4 each] > drawing on a reserve of 96 missiles [typically HESH, 6d×278 > explosive]

    • Two weapon bays each holding 615 lbs and 18.45 cf worth of > weapons [typically two Predator III’s in each]

    • Self-destruct system.

Power System: Two 28,000 kW antimatter reactors, 31.58 kW solar cell array, and four rechargeable E cells.

Propulsion: Two vectored 5,000 lb reactionless drives, and a 50,000 lb contragravity generator.

Performance:

  • Hovering - 300 mph at 2.18 feet, 4 mph/s acceleration, 20 mph/s

    deceleration

  • Atmospheric flight - 740 mph (~mach 1), stall speed of 0 mph, 4

    mph/s acceleration, 20 mph/s deceleration

  • Space flight - 4.82 mph/s acceleration (~0.22 G’s).

Endurance: Effectively unlimited

Light Armoured Personnel Carrier #

Not as heavily armoured or armed than an assault shuttle, nor as fast, the APC is handy in situations where the size of an assault shuttle would be a detriment.

Vehicle Class: Light APC

Vehicle Type: McDougall LAPC112

Tech Level: 13

Size: 445.11 cubic feet

Mass: 4.83 tons empty, 5.52 tons fully loaded.

Cost: $10,000,000

Crew: One, plus room for six passengers in battle armour

Cargo: 40 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Force Screen (DR 720, velocity limited, fragile)

  • Body (PD 4, DR 1000, thermal superconducting laminate)

  • Engine pods (2, each PD 4, DR 800, thermal superconducting laminate)

  • Pop turret (PD 4, DR 800, thermal superconducting laminate).

Armament:

  • One concealed, fixed forward 20mm gauss gatling

  • One 20,000 kJ neutral particle beam in pop turret

  • Self-destruct system.

Power System: 5,700 kW antimatter reactor, 25.15 kW solar cell array, and two rechargeable E cells

Propulsion: Two vectored 6,000 lb reactionless thrusters, and a contragravity generator.

Performance:

  • Hovering - 300 mph at 6 feet, 22 mph/s acceleration, 20 mph/s

    deceleration

  • Atmospheric flight - 1,580 mph (~mach 2.1), stall speed of 0 mph,

    22 mph/s acceleration, 20 mph/s deceleration

  • Space flight - 23.87 mph/s acceleration (~1.09 G’s).

The Juggernaut Cybertank #

The sight of this hover tank (a trick in itself with it’s powerful stealth systems) on the field of battle is enough to cause some enemy forces to run in fear. First introduced in 2056 it was deemed obsolete by 2072 when the Juggernaut II was introduced, now they can be found in pirate arsenals, mercenary outfits, and private collections.

Vehicle Class: Heavy Hover Cybertank

Vehicle Type: TransGal Industries HCT-A03 “Juggernaut”

Tech Level: 12

Size: 1132.13 cubic feet

Mass: 37.99 tons empty, 51.56 tons fully loaded.

Cost: $13,000,000 (half if after 2072)

Crew: Two

Cargo: 20 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Body (PD 4, DR 4000, thermal superconducting laminate)

  • Main turret (PD 4, DR 2000, thermal superconducting laminate)

  • Secondary turret (PD 4, DR 1000, thermal superconducting laminate)

  • Close defense turrets (3, PD 4, DR 1000, thermal superconducting

    laminate)

  • Retractable wheels (PD 4, DR 100, laminate)

Armament:

  • Main turret

    • One 200mm Gauss cannon [RoF 3, 6d×120(5)]

    • One 150,000 kJ neutral particle beam cannon [RoF 1, 6d×162]

  • Secondary turret

    • One 20mm gauss gatling [RoF 100, 6d×12(5)]
  • Close defense turrets (3, one on each side, one on the front)

    • 20mm gauss gatling in each [RoF 50, 6d×8(5)]
  • Eight 114mm heavy automatic missile launchers [RoF 4 each], with a

    total of 184 missiles

  • Weapon bays (2, one on each side) - up to 1230lbs and 36.9 cf of

    weapons in each [typically four Predator III’s in each]

  • Self-destruct system.

Power System: 5,000 kW antimatter reactor, 61.8 kW solar cell array, and four rechargeable E cells.

Propulsion: One vectored 20,000 lb reactionless drive, and a 110,000 lb contragravity generator.

Performance:

  • Hovering - 300 mph at 2.13 feet, 4 mph/s acceleration, 16 mph/s

    deceleration

  • Atmospheric flight - 740 mph (~mach 1), stall speed of 0 mph, 3

    mph/s acceleration, 16 mph/s deceleration

  • Space flight - 4.16 mph/s acceleration (~0.19 G’s).

Endurance: Effectively unlimited

The Juggernaut II Cybertank #

The improved version of the Juggernaut, first introduced in 2072 although it did not see use until 2099 and the outbreak of the MegaCorp wars. Now it is a staple of civil defence units since no one in their right mind messes with one. It is slightly larger than the original and the biggest difference is the engine pods on either side, these heavily armoured pods are where the twin reactors and engines are located.

Vehicle Class: Heavy Hover Cybertank

Vehicle Type: TransGal Industries HCT-A04 “Juggernaut II”

Tech Level: 13

Size: 1173.3 cubic feet

Mass: 42.8 tons empty, 57.8 tons fully loaded.

Cost: $46,000,000

Crew: Two

Cargo: 20 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Variable force screen (DR 2880, velocity limited and fragile)

  • Body (PD 4, DR 4000, thermal superconducting laminate)

  • Main turret (PD 4, DR 3000, thermal superconducting laminate)

  • Secondary turret (PD 4, DR 2000, thermal superconducting laminate)

  • Close defense turrets (3, one the front and one on each side, PD 4,

    DR 2000, thermal superconducting laminate)

  • Engine pods (2, one on each side, PD 4, DR 5000, thermal

    superconducting laminate)

  • Retractable wheels (PD 4, DR 100, laminate).

Armament:

  • Main turret

    • One 200mm Gauss cannon

    • One 150,000 kJ neutral particle beam cannon

  • Secondary turret

    • One 30mm gauss gatling
  • Close defense turrets (3, one on each side, one on the front)

    • One 20mm gauss gatling in each
  • Eight 114mm heavy automatic missile launchers, with a total of 192

    missiles

  • Weapon bays (2, one on each side) - up to 1230 lbs and 36.9 cf of

    weapons in each (usually carries 4 Predator III’s in each)

  • Self-destruct system

Power System: Two 12,500 kW antimatter reactor, 63.96 kW solar cell array, and ten rechargeable E cells.

Propulsion: Two vectored 12,000 lb reactionless drive, and a 120,000 lb contragravity generator.

Performance:

  • Hovering - 300 mph at 2.08 feet, 4 mph/s acceleration, 18 mph/s

    deceleration

  • Atmospheric flight - 740 mph (~mach 1), stall speed of 0 mph, 3

    mph/s acceleration, 18 mph/s deceleration

  • Space flight - 4.6 mph/s acceleration (~0.21 G’s).

Endurance: Effectively unlimited

Military Aerospace Fighters #

The jet fighter has been replaced with the aerospace fighter, they are capable of handing it out in an atmosphere but where they really shine is out in the black.

Tigercat Light Fighter #

Meant to take on other fighters this craft was not meant to engage large military warships, it can damage them with some above average tactics and flying, however it would take a stroke of luck for it to be able to destroy one.

Vehicle Class: Light aerospace tactical fighter

Vehicle Type: Boeing ASTLF-22j Tigercat

Tech Level: 13

Size: 324.26 cubic feet

Mass: 8.7 tons empty, 9.46 tons fully loaded.

Cost: $28,000,000

Crew: One

Cargo: 4 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Variable force screen (DR 900, velocity limited and fragile)

  • Body (PD 4, DR 1000, thermal superconducting laminate, radiation

    shielding)

  • Engine pods (2, each PD 4, DR 800, thermal superconducting laminate)

  • Landing gears (3, each PD 4, DR 20)

Armament:

  • One (1) fixed forward 41,000 kJ neutral particle beam

  • One (1) fixed forward 20mm Gauss autocannon

  • Weapon bay capable of holding 1462 lbs and 43.86 cubic feet of

    payload (typically 4 x 200mm, 2 x 300m, or 1 x 400m Decimator missiles)

  • Self-destruct system

Power System: 9400 kW antimatter reactor, 17.60 kW solar cell array, plus four (4) rechargeable E cells.

Propulsion: Two (2) vectored thrust 80,000 lb super reactionless thrusters.

Performance:

  • Atmosphere - cruising 4,380 mph (approximately mach 5.9), with

    overboost 6,190 mph (mach 8.36), stall speed of 0 mph, acceleration of 85 mph/s (169 mph/s with overboost) and a deceleration of 44 mph/s.

  • Space - cruising 92.64 mph/s acceleration (approximately 4.23 G’s),

    or 185.05 mph/s (8.45 G’s) with overboost.

Endurance: Cruising speeds can be maintained indefinitely, overboost draws upon the ships power cells and thus is limited in duration.

Military Aerospace Shuttles #

Military shuttle types vary from the troop transport all the way up to the heavy assault shuttle, depending on their mission role they function and look very different from each other.

Harkonnen Medium Military Shuttle #

Built to transport a squad of marines or techs under battlefield conditions the Harkonnen is fast and moderately armed for it’s intended role. It is also often used as escape vessels for larger warships.

Vehicle Class: Medium military aerospace shuttle

Vehicle Type: solved MMAS-146-XA “Harkonnen”

Tech Level: 13

Size: 779.96 cubic feet

Mass: 6.42 tons empty, 7.27 tons fully loaded.

Cost: $65,000,000

Crew: Two (2), plus 10 passengers

Cargo: 40 cubic feet, plus each of the 10 passenger seats can be folded down to provide an additional 10 cubic feet of storage each.

Armour:

  • Deflector field (PD 8)

  • Variable force screen (DR 720, velocity limited and fragile)

  • Body (PD 4, DR 400, thermal superconducting laminate, radiation

    shielding)

  • Engine pods (2, each PD 4, DR 300, thermal superconducting laminate)

  • Pop turret (PD 4, DR 200, thermal superconducting laminate)

  • Landing gear (3, each PD 4, DR 100, thermal superconducting

    laminate)

  • Antimatter reactor component armour (2, each DR 1600, fireproof

    ablative)

Armament:

  • One (1) fixed forward 12.7mm Gauss cannon

  • One (1) pop-turret mounted 10,000 kJ neutral particle beam cannon

  • Self-destruct system

Power System: 6200 kW antimatter reactor; four rechargeable E cells, and a 37.8 kW solar cell array.

Propulsion: Two (2) 30,000 lb vectored super reactionless thrusters.

Performance:

  • Atmosphere - cruising 2200 mph (~ mach 3) or up to 4400 mph (~

    mach 6) on overboost, 0 mph stall speed, 21 mph/s acceleration (83 mph/s on overboost), and 44 mph/s deceleration.

  • Space - cruising 22.56 mph/s (~ 1.03 G’s) or up to 90.45 mph/s (~

    4.13 G’s) on overboost.

Endurance: Cruising speed can be maintained indefinitely, overboost however draws on the power cells and thus has a limited duration (about half an hour).

Sardaukar Assault Shuttle #

Built to transport a squad of marines in light battlesuits into the very thick of things, this shuttle is armoured like a heavy tank and as fast as some fighters in an atmosphere. In space it’s not as fast, but then it doesn’t tend to be needed as much in that environment.

Vehicle Class: Assault Shuttle

Vehicle Type: solved AS-10S

Tech Level: 13

Size: 1259.27 cubic feet

Mass: 25.82 tons empty, 27.7 tons fully loaded.

Cost: $155,000,000

Crew: Two (2), plus 10 passengers clad in up to light battlesuits.

Cargo: 40 cubic feet, plus each of the 10 passenger seats can be folded down to provide an additional 20 cubic feet of storage each. Armour:

  • Deflector field (PD 8)

  • Variable force screen (DR 5400, velocity limited and fragile)

  • Body (PD 4, DR 1000, thermal superconducting laminate, radiation

    shielding)

  • Engine pods (PD 4, DR 1200, thermal superconducting laminate)

  • Pop turret (PD 4, DR 1000, thermal superconducting laminate)

  • Landing gear (3, each PD 4, DR 1000, thermal superconducting

    laminate)

  • Antimatter reactor component armour (2, each DR 2000, fireproof

    ablative)

Armament:

  • One concealed, fixed forward 30mm gauss gatling [RoF 30; 6d×30(5)

    APFSDSHD rounds; 6,150 1/2D; 18,000 Max; 3,600 shots]

  • One concealed, fixed forward 55,000 kJ x-ray laser [RoF 1;

    6d×20(2); 18,000 1/2D; 54,000 Max; 120 shots]

  • One 10,000 kJ neutral particle beam in pop turret [RoF 4; 6d×50;

    1,900 1/2D; 5,700 Max; 480 shots]

  • One weapons bay capable of holding 728 lbs and 21.84 cf worth of

    weapons [usually a pair of 200mm Decimators or a single 300mm]

  • Self-destruct system.

Power System: Two 21,000 kW antimatter reactors, 50.39 kW solar cell array, and ten rechargeable E cells.

Propulsion: Two vectored 70,000 lb super reactionless thrusters.

Performance:

  • Atmospheric flight - 7,840 mph (~mach 10.6), 0 mph stall speed, 51

    mph/s acceleration, and 40 mph/s deceleration.

  • Space - 55.41 mph/s acceleration (~2.53 G’s).

Endurance: Effectively unlimited

Military Aerospace Patrol Ships #

Patrol ships are also know as scouts or fast attack ships, their range is usually limited, their accommodations cramped, but they usually pack a punch for their size. Sometimes they are referred to as PF’s.

Inquisitor Patrol Ship #

The standard police and military patrol ship, the Inquisitor is fast, maneuverable, and armed to the teeth. It’s accommodations however are very cramped and not intended for prolonged deployments. There are only seven days worth of provisions so without additional supplies that is the maximum duration for a full crew.

Vehicle Class: Light Patrol Ship

Vehicle Type: SolCon LPF-086 “Inquisitor”

Tech Level: 13

Size: 6410 cubic feet

Mass: 154.68 tons empty, 178.89 tons fully loaded.

Cost: $185,000,000

Crew: Four.

Cargo: 82.91 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Variable force screen (DR 3600)

  • Body (PD 4, DR 5000, thermal superconducting laminate, radiation

    shielding, electrified)

  • Retractable skids (3, each PD 4, DR 400, thermal superconducting

    laminate, electrified)

  • Sensor pop turret (PD 4, DR 1000, thermal superconducting laminate)

  • Point-defense laser turrets (4, each PD 4, DR 1000, thermal

    superconducting laminate)

Auxiliary Craft: 4-man escape capsule.

Armament:

  • One concealed, fixed forward 2,000,000 kJ neutral particle beam

    [RoF 1; 6d×624; 1/2D 6,900; 21,000 Max; Acc 21; SS 15; 200 shots]

  • One concealed, fixed forward, 80mm gauss gatling [RoF 16; 6d×96(5)

    APFSDSHD; 1/2D 15,000; 33,000 Max; Acc 20; SS 15; 2880 shots]

  • Four turret mounted 10,000 kJ x-ray lasers [RoF 8; 6d×8(2); 1/2D

    1,900; 5,700 Max; Acc 18; SS 10]

  • Three weapon bays, one on each side and one on the front, the front

    typically holds eight 200mm Decimators and each side typically holds two 400mm Decimators

  • Self-destruct system

Power System: Two 504,000 kW antimatter reactors, one 14,000 kW fusion reactor, 158.86 kW solar cell array, and fifty rechargeable E cells.

Propulsion: Two 2,000,000 lb vectored mega reactionless thrusters and a 360,000 lbs contragravity generator.

Performance:

  • Space - 244.84 mph/s acceleration (~11.18 G’s)

  • Atmosphere - 600 mph, stall speed of 0 mph, 224 mph/s acceleration,

    16 mph/s deceleration.

Endurance: Effectively unlimited.

Military Aerospace Corvettes #

The corvette class of star ships is primarily used by police forces to patrol the space ways. Given that they are the smallest class of warships they are the most common, used by police forces, mercenaries, pirates, private security, and others.

Vindicator Class Military Light Space Corvette #

The Vindicator is one of the most common ships in the arsenal of the police forces, it is small enough that it is often used to patrol the airways above larger cities. Nothing forestalls incidents quicker than the looming shadow of this cruiser with it’s many gun turrets and enough firepower to liquidate most urban centers in a matter of seconds.

Vehicle Class: Light military specification space corvette

Vehicle Type: SolCon LSC-22i “Vindicator”

Tech Level: 13

Size: 36,600 cubic feet

Mass: 518.83 tons empty, 633.56 tons fully loaded.

Cost: $820,000,000

Crew: 19, plus a compliment of 12 marines and their equipment.

Cargo: 1040 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Variable force screen (DR 7200, velocity limited and fragile)

  • Body (PD 4, DR 6000, thermal superconducting laminate, radiation

    shielding)

  • Sensor pop turrets (2, each PD 4, DR 1000, thermal superconducting

    laminate)

  • Point defense laser turrets (8, each PD 4, DR 1000, thermal

    superconducting laminate)

  • Heavy weapons turrets (3, each PD 4, DR 2000, thermal

    superconducting laminate)

Auxiliary Craft: A pair of shuttle bays each housing a military medium shuttle, plus a 1440 cubic foot hangar bay that generally carries four (4) light space fighters and four (4) Valkyrie battlesuits.

Armament:

  • One (1) close range, fixed forward, 4,000,000 kJ neutral particle

    beam cannon for main armament

  • One (1) turreted, top mounted 45,000 kJ X-Ray laser

  • One (1) turreted, top mounted 50mm Gauss Cannon

  • One (1) turreted, underside mounted 80,000 kJ neutral particle beam

    cannon

  • Eight (8) point defense turrets with 10,000 kJ X-Ray lasers

  • Two weapons bays (one on each side) capable of holding 5,848 lbs and

    175.44 cf each [typically loaded with four 400mm Decimators each]

  • Self-destruct system

Power System: One 14,420,000 kW Power Tap, one 40,000 kW fusion reactor, one hundred (100) rechargeable E-cells, and a 522.49 kW solar cell array.

Propulsion: Two 2,500,000 lb vectored thrust, mega reactionless thrusters and a 1,300,000 lb contragravity generator.

Performance:

  • Atmosphere - 600 mph, 0 mph stall speed, 79 mph/s acceleration, 12

    mph/s deceleration.

  • Space - 86.5 mph/s acceleration (3.95 G’s).

Endurance: Effectively unlimited

Pirate Aerospace Craft #

This type of vessel is best recognized by the collection of civilian and military spec gear all cobbled together. Most pirate vessels do not sport the massive weaponry of a Police vessel, but they usually more than outgun your average personal craft.

The Hitomi #

The Hitomi is a heavily modified small space freighter, it was constructed in the year 2064. Originally it did not have the quality or quantity of armour that it does now, nor did it sport as large an armament, power plant or propulsion system. That came later when it was in the hands of a private courier company with a somewhat questionable reputation.

Armament upgrades include replacing the old light laser turrets with heavier emplacements that retract into the hull when not needed, thus remaining hidden most of the time. A weapons bay, concealed heavy particle beam, and a concealed 50mm Gauss cannon have also been added. A large portion of the cargo was recently sacrificed to create a docking bay for a light patrol ship which the freighter carries for support.

Even though the ship has seen more than 50 years of service it has held up well through it’s various owners.

Vehicle Class: Small space freighter

Vehicle Type: TransGal Industries ‘64 Seriatim class space freighter, modified

Tech Level: 13

Size: 26,081.73 cubic feet

Mass: 140.6 tons empty, 388.07 tons fully loaded.

Cost: $85,360,300 (estimated)

Crew: Five, with room for 5 passengers. In a pinch 20 people can be packed in before the life support system is stressed.

Cargo: 4300 cubic feet.

Armour:

  • Deflector field (PD 8)

  • Force screen (DR 1800, velocity limited and fragile)

  • Body (PD 4, DR 1200, thermal superconducting laminate)

  • Skids (4, each PD 4, DR 500, thermal superconducting laminate)

  • Turrets (3, each PD 4, DR 500, thermal superconducting laminate)

Auxiliary Craft: Hangar bay capable of holding 2000 cubic feet of craft, plus a vehicle bay for a Military Light Patrol Ship (6410 cf).

Armament:

  • One concealed fixed forward 65,000 kJ neutral particle beam

  • One concealed 50mm gauss cannon

  • Forward underside pop turret

    • One 20mm gauss cannon

    • One 20,000 kJ neutral particle beam

  • Aft topside pop turret

    • One 20,000 kJ neutral particle beam (aft topside pop turret)
  • 43.86 cubic foot weapons bay capable of holding 1462 lbs.

Power System: Two 74,000 kW antimatter reactor, 407.88 kW solar cell array, and ten rechargeable E cells.

Propulsion: Two vectored 700,000 lb reactionless thrusters.

Performance:

  • Space

    • with PF - 39.42 mph/s (~1.8 G’s)

    • without PF - 82.56 mph/s (~3.77 G’s)

  • Atmosphere

    • with PF - 600 mph, with a 0 mph stall speed, 16 mph/s > acceleration, 14 mph/s deceleration

    • without PF - 600mph, with a 0 mph stall speed, 55 mph/s > acceleration, 14 mph/s deceleration.

Endurance: Effectively unlimited

Civilian Terrestrial Vehicles #

This group of vehicles includes any kind of surface vehicle, including those travelling on water.

Military Terrestrial Vehicles #

This category includes wet navy vessels such as frigates and aircraft carriers most of which are well into their 5th decade or more of service. It also includes the many new types of land weapons, including bipedal robot vehicles called Mecha.

Military Terrestrial Battlesuits #

Ground based battlesuits have been a common site on the battlefield for almost a century now and are a stable of the mobile infantry and marine corps.

The Legionnaire Light Battlesuit #

Introduced in 2086 the Legionnaire has been manufactured by several different companies. It is a staple of the heavy infantry and planetary exploration teams alike. It provides superior protection, mobility, and has the systems to give a soldier a more detailed view of the battlefield, or an explorer better access to the data he needs to complete his job.

The Legionnaire saw heavy use in the MegaCorp Wars, and is still a common sight to this day. Hundreds of thousands of the suits were produced, and their production continues today. Though new suits lack the force shield since the technology to produce it was lost in the Mega-Corp wars.

Vehicle Class: Light form fitting battlesuit

Vehicle Type: AES-2202 “Legionnaire”

Tech Level: 13

Size: 9 cubic feet

Mass: 0.3 tons (605.11 lbs) empty, 0.46 tons (927.78 lbs) fully loaded.

Cost: $400,000

Crew: One

Cargo: 1.6 cubic feet in optional backpack pod.

Armour:

  • Deflector field (PD 8)

  • Force screen (DR 360, velocity limited and fragile)

  • Force shield (PD 4)

  • Body (PD 4, DR 200, thermal superconducting laminate)

  • Head (PD 4, DR 200, thermal superconducting laminate)

  • Arms (2, each PD 4, DR 200, thermal superconducting laminate)

  • Legs (2, each PD 4, DR 200, thermal superconducting laminate)

  • Optional equipment pod (PD 4, DR 50, laminate)

Armament: Retractable monomolecular blades in each arm.

Power System: 40 kW antimatter reactor, 1.54 kW solar cell array, and six rechargeable D cells (3 in each arm).

Propulsion: A pair of 4.7 kW leg actuators (one in each leg).

Performance:

  • Walking/Running - 30 mph on and off road, 15 mph/s acceleration, 20

    mph/s deceleration.

Endurance: All systems can run constantly off the antimatter reactor except for the deflector field, force screen and nuclear damper; thus the latter systems can only be engaged for a short duration (average of half an hour when all are activated).

Military Terrestrial Mecha #

Mecha are giant bipedal vehicles that bristle with weaponry and are coated in layers of armour. They resemble larger, meaner versions of battlesuits, the main difference being their size.

The Monster #

Rumour has it that the designer of the Monster came up with the idea while watching an old 20th century animated movie. A quick search on the SolNet gave him the details he needed, and from there the rest is history. Somehow Anderson Tucker convinced a consortium of mid-sized companies and investors that The Monster was going to be the ultimate weapon on the modern day battlefield. Only 60 were ever produced before Tucker Robotics was shutdown due to lack of funding, but when the first one rolled off the line in 2064 it incorporated features that were ahead of it’s time.

They were brought out of storage and saw heavy action in the war that was the last gasp of the MegaCorps, but other than that they have faded into the realm of myths. Most were bought up by wealthy private collectors, others were stolen by pirates and later destroyed in battle. It is rumoured that several police forces may have one hidden away in their arsenals, but there is little proof to support this. Of course just the rumour of someone having one is enough to stop most sane people from messing with them, you can never be to careful, especially in regards to machine that can smash a good sized army to a pulp all by itself, and from tens of miles away.

Larger than many three storey buildings, The Monster has often been described as a vehicle of excess, it packs more firepower than should be needed by a ground assault vehicle. If someone wanted to cause the destruction it is capable of, it would be far safer to bake the site from orbit. However these critics entirely miss the point of the battle robot, it was designed to be the mobile command center of a frontline military ground force. It packs the sensors and communications to allow battlefield commanders to lead their troops from the thick of things, yet without sacrificing the wealth of data they would have at their fingertips in a normal command craft. It also gives them the assurance of knowing that they always have their artillery support and tactical strike capabilities, no matter what.

The one major downside to all this firepower though is if you happen to be beside it when ones gets cracked open. The explosive force of it’s ammunition is nothing compared to the antimatter reactor going up with the force of a multi-megaton warhead. Luckily with a built in nuclear damper and plenty of reserve power the chances of such an occurrence should be very minuscule, at least in theory.

If one thinks of what you get when you combine a mobile command post, heavy artillery battery, anti-aircraft/anti-armour battery, and heavy tank together you will in no doubt bring to mind the image of a Monster.

Vehicle Class: Battlefield supremacy mecha

Vehicle Type: Tucker Robotics AAV-M2 Monster

Tech Level: 13

Size: 3,343.93 cubic feet

Mass: 152.89 tons empty, 185.58 tons fully loaded.

Cost: $275,000,000

Crew: Three

Cargo: 100 cubic feet in each leg (200 cf total)

Armour:

  • Deflector field (PD 8)

  • Variable Force Screen (DR 7200, velocity limited, fragile)

  • Main body (PD 4, 6000, thermal superconducting laminate)

  • Cannon superstructure (PD 4, DR 4000, thermal superconducting

    laminate)

  • AP turret (PD 4, DR 1000, thermal superconducting laminate)

  • Arms (2, each with PD 4, DR 2000, thermal superconducting laminate)

  • Ammo pods (2, each with PD 4, DR 2000, thermal superconducting

    laminate)

  • Legs (2, each with PD 4, DR 2800, thermal superconducting laminate)

Armament:

  • Six (6) forward mounted 175mm gauss cannons

  • One underside turret mounted anti-personnel 10,000 kJ x-ray laser

  • Arms (2)

    • One 50,000 kJ neutral particle beam in each arm (for a total of > 2)

    • One 20mm gauss autocannon in each arm (for a total of 2)

    • One 60,000 kJ x-ray laser in each arm (for a total of 2)

    • Four 120mm light automatic missile launchers in each arm (for a > total of 8, 60 missiles in each arm)

  • One 182mm muzzle loading launch system with 24 tubes in each leg

    (for a total of 2)

  • Underside weapon bay capable of holding 1538 lbs (usually carries

    five Predator 3’s)

  • Self-destruct system

Power System: 344,400 kW antimatter reactor, 93.28 kW solar cell array, and ten (10) rechargeable E cells.

Propulsion: Two vectored 5,000 lb super reactionless thrusters, a pair of 1450 kW leg actuators (one in each leg), and a 380,000 lb contragravity generator.

Performance:

  • Walking - 25 mph (on and off road) with 14 mph/s acceleration and 20

    mph/s deceleration

  • Hovering - 170 mph max at a height of 2.05 feet, 1 mph/s

    acceleration and 16 mph/s deceleration

  • Space - 0.66 mph/s (0.03 G’s).

Endurance: Effectively unlimited

Pirate Terrestrial Vehicles #

As a general rule the pirates don’t have much use for strictly surface vehicles, but there are the rare exceptions.