________________________________________ GURPS Vehicles 2nd Edition Additions MA Lloyd (malloy00@io.com) 9 August 1998 Modifications and Additions to Chapter 5: Miscellaneous Equipment ________________________________________ p65* Arm Motor Table. Divide volumes by 10. p65 Fire Extinguishers. Add 'Statistics are per 5000 cf protected, a larger craft must have several systems or specify which parts of the vehicle are protected'. p66 Bilge Pumps. Fix the statistics, for the volume flows given they should be 5 lb, 0.1 cf, 0.1 kW, and $50. Drop the crewman, use 'TL5 or earlier pumps are usually powered by a Muscle Engine (p82) installed separately'. p66 Workshop. Last sentence. Use the cross-TL penalties (pB185) instead. p67 Vehicular Bridge. Emplacing a vehicular bridge is a long action requiring 1 minute per 5 yards of length. p67* Bore. Use 'Speed is 10 x volume removed/vehicle surface area yards per hour' p67 Energy Drill. Energy drills can burn holes up to 4 inches across. The depth cut in most materials is 0.2 x dice of damage inches per second. p68 Emergency and Medical Equipment. Operating Room. For an additional 250 lb, 25 cf and $30,000 a TL8+ operating room can be equipped to modify, repair, remove or install bionics, implants or brain mods. p68 Emergency and Medical Equipment Table. Emergency lights and siren should be 1 lb, 0.02 cf, $100, neg. p68 Hall or Conference Room. At 80* for 10 people the furnishings are very spartan. Well furnished halls raise this to 250* or more. p69* Entertainment Facilities Table. TL6+ Stage power should be 0.1* p69* Entertainment Facilities Table. Holoventure Zone power should be 1* p69 Vehicle Access. Passage Tubes can be quite a bit shorter. Divide all statistics by 100 to get them per foot, and allow any length to be purchased. Volume is collapsed storage volume, not that of the expanded tube. p71 Vehicle Storage. Dry Dock. Add 50 lb/cf to the vehicle loaded weight when the dry dock is flooded. p71* Vehicle Storage. External Cradles are TL1. p71 Landing Aids. Arrestor Hooks only work briefly, phrase the effect as 'slows the vehicle by 80 mph'. p71 Refueling Probe. for example/s/ p72 Modular Sockets. 2nd sentence. size and weight -> shape. p72 Screen Generators. Remove the (TL9) from the heading. p72 Modular Sockets. Drop this. Build modules as equipment pods (p95, p95a) using standard attachment components. Though if the module is recessed into the vehicle, the volume can be added to the vehicle volume and the impact of changing the module on the vehicle statistics will be reduced. ________________________________________ Miscellaneous Equipment p65a Arm Motors ________________________________________ A variety of equipment mounts can be treated as striker arms with the minimum ST needed to support the equipment. Some typical examples include extendable probes, sensors mounted to see around corners or out of cover without exposing the rest of the vehicle, light gun mounts, and work platforms (the component is the crew space). The total weight of components installed in an arm must not exceed 6 lbs times arm motor ST. Arm ST is that of the arm motor, but if it exceeds 4 x arm HP the arm has a split safe/maximum ST. If the arm uses more than the safe ST, it must make an HT+2 check or lose half its current hit points, a critical failure cripples it. Arm Reach is 0.5 x square root (surface area) hexes for a standard arm. For greater reach add empty volume to increase area; take the extendable option; or change the arm shape, dividing hit points and safe ST by the same factor by which reach is multiplied. Options: *Flexible*: The arm can reach in any direction, allowing access to places regular arms can't, and giving a +1 to grapple, hold or strangle things. *Micromanipulator*: The arm can handle extremely small or microscopic objects. This gives a +3 to skills where precision is important, and allows tasks too delicate for standard arms. *Motive Arms*: The arm can double as a leg, a useful feature for constructing species compatible vehicles. When used as a leg add ST/380 to the power of the leg drivetrain and recompute performance. It may be necessary to compute performances for several combinations of legs and motive arms, but the vehicle must have at least 2 motive limbs with a volume of at least 0.4 times body volume in use as legs to move at all. *Retractable*: The arm can retract into a housing. Allow volume equal to the arm volume in the location into which it retracts. A retractable arm can be extended in 1 turn and make a thrusting attack as it deploys. Arm Motor Table Flexible x2 x2 x2 Micromanipulator x1 x1 x5 Motive Arm x1 x1 x1.2 Retractable x1.5 x1.5 x1.5 ________________________________________ Miscellaneous Equipment p66a Labs and Workshops ________________________________________ Workshops can be installed for many crafts - Blacksmithing, Carpentry and Sewing are common aboard large vehicles. They can also model galleys for Cooking (these are included in quarters space aboard long occupancy vehicles, but must be added separately if the vehicle is short occupancy). Volumes remain the same for any workspace, but the other statistics assume a craft that requires a lot of heavy equipment. For crafts that use lighter toolkits (cooking, photography, sewing) divide weights by up to 10 and costs by up to 4. ________________________________________ Miscellaneous Equipment p66a Heavy Equipment ________________________________________ Bulldozers, Earthmovers and Snow Plows: see Bulldozer Blades p94. *Cranes* (TL0): are designed to lift loads and move them short distances. Compute the statistics of a crane using the Vehicle Structure Table, with an 'area' equal to maximum load (in tons) x [height + 2 x horizontal travel (in feet)]. Most cranes are external assemblies, double cost if they can fold into the vehicle with a volume of weight/50. Cranes designed for specifically shaped loads (mostly container handling gear, also available for forklifts) have 75% the weight, volume and cost. Base power is 2.5 kW x max load (in tons), allowing the crane to lift loads at 1 foot/sec. For faster lift increase power in proportion. *Digging Equipment*: Use the statistics for power shovels for other types of digging equipment. Equipment designed to dig a hole of a particular shape (cable trench cutters for example) gets a 50% bonus to digging rate. *Drill/Auger* (TL6): A drill rig suitable for drilling wells or core samples. Drilling rate is 30 yards/hour in earth or ice, half that for soft rock, quarter it for hard rock. 6 Drill 50 lb + 6 lb/yard depth wt/50 $500 + $50/yard 5kW *Asphalt Plant* (TL6): is designed to melt, mix and apply a layer of asphalt paving. Decide on the plant capacity in tons/hour. Weight is 30,000 lb + 300 x capacity, volume is weight/10, cost is $0.2/lb and power is 30 kW x capacity. A ton of asphalt will pave 100 sf acceptably. *Asphalt Heater* (TL6): is used to re-heat small sections of pavement for repair work. Decide on its capacity in sf/hour. Weight is 3 lb x capacity, volume is weight/50, cost is $1/lb and power is 0.5 kW x capacity. *Tillage Equipment* (TL0): is used to break up ground for cultivation - plows, harrows, power tillers, hoes, disc implements. Decide on its capacity in acres/hour [an acre is about 0.40 ha]. Weight is 400 lb x capacity, volume is weight/50, cost is $5/lb and power is 10kW x capacity. Statistics are averages, tools designed for light work (e.g. intercultivation in light soils) might have 1/4 the weight and power, heavy equipment (e.g. for opening newly cleared forest) might need 4 times the weight and power. *Planting Equipment* (TL5): is used to uniformly plant crops - furrow openers, seed meters, seed drills. Decide on its capacity in acres/hour. Weight is 300 lbs x capacity, volume is weight/50, cost is $5/lb, and power is 5 kW x capacity. Install cargo space to hold the seeds (typically 10 cf and 500 lbs per acre) *Spreading Equipment* (TL5): is used to evenly distribute something over a large area - fertilizer, pesticide, herbicide, soil amendment, ice melter etc. Select a capacity in tons/hour. Weight is 500 lbs x capacity, volume is weight/50, cost is $5/lb, and the power requirement is 5 kW x capacity. Install cargo space to hold the distributed material (typically 10-40 cf per ton). Distribution densities vary a lot; liquid pesticides 2-5 lb/acre, dust pesticides 50 lb/acre, fertilizers and soil amendments 250-1000 lb/acre. If the distribution rate comes out to more than 10 acres/hour x vehicle speed (in mph) the design is probably unrealistic. *Harvesting Equipment* (TL5): is used to harvest and process field crops - reapers, combines, threshers, hay balers, corn pickers and shellers, potato harvesters. Select a capacity in acres/hour. Weight is 800 lbs x capacity, volume is weight/50, cost is $5/lb, and the power requirement is 15 kW x capacity. Unless it is acceptable to leave the harvest in the field (e.g. hay bales) the vehicle will either need cargo space or a companion vehicle with open cargo space to pour it into. Harvested volumes run from 5-100 cf per acre. *Mower* (TL5) is used to cut grass or hay. Select a capacity in acres/hour. Weight is 200 lbs x capacity, volume is weight/50, cost is $5/lb, and the power requirement is 2 kW x capacity. *Tractor Shear* (TL11): A gravitic device designed to cut tractor or pressor beam locks. While it operates the ST of any beam pointed at the protected vehicle is reduced by the ST of the shear. If reduced to 0 or less, the beam automatically loses lock and the operator must make a skill roll or the beam generator shorts out. Tractor shears are usually operated only for a second or two rather than continuously. Heavy Equipment Table 11 Tractor Shear 2 0.1 $5 0.05 ________________________________________ Miscellaneous Equipment p68a Emergency and Medical Equipment ________________________________________ Medical Telemetry (TL7): can be added to any crew or passenger seat or space, battlesuit system, or bunk to monitor the vital signs of the occupant. Medical telemetry adds +2 to diagnosis rolls or negates the penalty for remote diagnosis. Drug Injector (TL7): also added to a seat, space, battlesuit or bunk, this system can store up to 20 doses of drugs and inject them on command of the occupant. It may also be configured to do so in response to low vital signs, computer control, or commands over a communications link. At TL9 an extra $1000 adds a dedicated computer with Diagnosis and First Aid 12 to provide a cheap substitute for an automedic. 7 Medical Telemetry neg. neg. $2000 neg. 7 Drug Injector 2 0.04 $500 neg. ________________________________________ Miscellaneous Equipment p69a Towed Signs ________________________________________ Aircraft sometimes tow large fabric or plastic advertising signs. A typical sign (legible at a couple miles) is 20 lb, costs $20, and adds 20 to Adr per letter. An aircraft needs a hardpoint that can support the weight, should recompute performance with the added drag, and suffers a -2 to aSR while towing the sign. ________________________________________ Miscellaneous Equipment p70a Security and Dirty Tricks ________________________________________ *Security Locks* (TL5) The locks provided free with many vehicles (p27) are privacy locks. They can be opened automatically in under a minute by anyone with Lockpicking skill. Security locks require a skill roll to bypass but cost $50 per access hatch, interior compartment or control system so secured. Each doubling of cost gives a further -2 to attempts to circumvent the lock. A vehicle may still be entered by crawling through the windows if they are large enough, but it is not possible to reach through a window and open the lock since engaged security locks take a key from either side. ________________________________________ Miscellaneous Equipment p71a Launch Systems ________________________________________ Getting into orbit is the hardest part of space travel, and many systems have been proposed to make it easier by leaving part of the engines or fuel needed somewhere other than aboard the vehicle. *Laser Launchers* (late TL7): Laser thermal rockets (p36a) are one of the more affordable. *Gun Launchers* (TL7): are also fairly cheap, a huge gun fires the payload at orbital velocities and a small onboard rocket fired at apogee circularizes the orbit. Payloads must withstand a several thousand gravity acceleration. Design it with radical streamlining, no projecting subassemblies, an extra heavy frame and at least DR100 all over. The final orbit insertion system is usually a solid rocket with a total delta-v of about 550 mph (25 G-sec). The gun propellant adds 10^(velocity/8000mph) times the payload weight to the projectile at $5/lb, and the gun itself is 1000 times the projectile weight at $50/lb, and seldom portable. *Leveraged Catapults* (TL7) : use a system of pulleys to convert a large force such as the motion of a powerful locomotive or jet, or a falling bag full of tons of water, into a large acceleration of a light vehicle. Payloads are limited to a few tons, and velocities are limited to 4000 mph by the properties of the mechanical components, not enough to reach orbit, but enough to reduce the delta-v needed from the onboard engines. Peak accelerations is 10 g. The vehicle must have wheels for the initial run and an attachment point for the cable able to support a stress equal to 10 times the payload weight. *Rotary Slings* (TL8): also require a cable attachment. The vehicle is hooked to the tip of a kilometers long reel of cable that is gradually spun up and reeled out. At the desired speed the vehicle releases its grip and is thrown off. Spin up takes on the order of an hour and peak acceleration is velocity(mph)^2/1,000,000 gravities. In Earth based systems the cable is an airfoil, so by the end the tip (and the vehicle) are lifted above most of the atmosphere. Air drag either limits the tip speed (requiring some delta-v from onboard engines) or requires very large power consumption by the sling, but in vacuum slings can be quite energy efficient. If the system operates in an atmosphere payloads must have Superior streamlining and DR50. *Rotating Tethers* (TL8): A system of rotating cables in various orbits around the planet, the lowest of which periodically dips into the upper atmosphere. A high speed aircraft (3000mph) with a cable attachment can clamp to it, be tossed from spinning cable to cable and finally released into any of a number of orbits depending on its path through the system. If the momentum flows balanced only the lowest cable (which loses energy to air friction) would need a power source, but in practice all the cables will need engines to maintain rotation. The maximum acceleration is 10 g. *Electromagnetic Launchers* (TL8): also called mass drivers, are similar in principle to gun launchers, but since electromagnetic 'guns' can be a miles long series of coils accelerations can drop to around 100 gravities. Design payloads with extra-heavy frames; superior streamlining and DR50 are required if the launcher fires through an atmosphere, but are otherwise unnecessary. The mass driver is (velocity/4000 mph)^2 miles long and draws 1 kW x payload weight (lb) x velocity (mph). *Beanstalks* (TL8*): are cables hanging down from synchronous orbit to the planetary equator. This reduces the problem of lifting cargoes to designing extremely long elevators (on Earth synchronous orbit is 23,000 miles up). A perfect system requires no energy input if the mass flows balance up and down; in practice a power supply will be needed, but its cost is trivial compared to that of building the necessary millions of tons of ultra-strong cable in orbit. Beanstalk feasibility depends on materials strengths compared to the gravity and rotation rates of the world involved. A lunar beanstalk is possible at early TL8, a Martian one is a major TL8 project, a Terran one is still a challenging engineering project at TL10. Beanstalk cars can be designed as rail or maglev vehicles able to lift the vehicle weight at the planetary surface. To determine trip time, carry out the normal ground speed computation and divide the cable length by that speed. Since most of the trip is in vacuum, allow streamlining benefits to any design. *Dynamically Supported Towers* (TL9): attempt to dodge the materials strength limits on beanstalks by supporting part of the weight with the recoil from a mass stream fired up and down the structure. This works, but if the mass stream is ever disrupted the tower crashes to the ground in pieces all around the equator. Vehicle designs are as for beanstalks. *Launch Loops* (TL9): are smaller dynamic structures (perhaps a thousand miles long) and not confined to the equator. The mass stream itself, moving at super-orbital velocities, is the launch system. Vehicles are coupled to it magnetically, accelerated to orbital velocity at a few gravities and released into low orbit at the top of the loop. Design the vehicle with a magnetic grip built as a mag-lev lifter able to lift twice the vehicle weight. ________________________________________ Miscellaneous Equipment p71a Parachutes ________________________________________ Parachutes and other drag devices are used to reduce terminal velocity (to slow falls) or to provide decelerations. For decelerations from high speeds it is better to use a small high speed parachute to slow the vehicle down before opening the main chute to reduce terminal velocity. To design a parachute, select the area (in square feet) and the maximum speed at which it can open without being torn apart (in mph). Weight is 0.5 x area x [0.3 + (vmax/200)^2] lbs at TL5, halved at TL6, quartered at TL7+. Volume is weight/40cf packed and cost is $5 x area. For terminal velocity reduction, add 40 x chute area to aerodynamic drag (p134) and recompute terminal velocity normally - the square root of (7500 x Lwt/Adr). For a deceleration parachute, select the additional deceleration; the minimum parachute area needed is 30 x Lwt x decel (mph/s)/(v(mph)^2), or alternately maximum decel(mph/s) = 0.033 (Area/Lwt) x speed(mph)^2. Multiple or staged opening chutes are often used to avoid GLOC effects but still have enough area for meaningful decelerations at the lower speeds after some deceleration. ________________________________________ Miscellaneous Equipment p71a Impact Absorbers ________________________________________ Impact absorbers are shock absorbers, airbags or crushable frame sections that reduce the severity of impacts. They must be installed on a specific face of the vehicle, and reduce the effective velocity of collisions with that side. Select a weight, volume is negligible (often part of the frame) and cost is $50 per lb if the system is single use, $100 per lb if it is reusable. Performance is calculated after Lwt is determined, the speed of any collision is reduced by 100 mph * SQRT (absorber mass/Lwt) for reusable impact absorbers, 400 mph * SQRT (absorber mass/Lwt) if the absorber is a single use system. ________________________________________ Miscellaneous Equipment p71a Fuel Transfer and Processing ________________________________________ *Alcohol Still* (TL3): A fermentation vat and distillation column able to produce fuel alcohol. Fermentation takes a week and consumes 25 lb of grain or 100 lb of fruit per gallon of fuel produced. Statistics are per gallon produced per week, power consumption is in gallons of alcohol for the distillation process but solid fuels are often used instead, 1 cf of coal is equivalent to 8 gallons of alcohol for this purpose. *Methane Digester* (TL4): An airtight fermentation vat for producing methane. Statistics are per 'gallon' produced per week. Each 'gallon' requires 20 lb of sewage or high grade food scraps as a raw material. Methane can be made from other sources (crop residues, seaweed etc.) but less efficiently, multiply the digester statistics by 5 and require 200 lbs of raw material per 'gallon' *Air Separator* (TL7): This system is designed to collect, separate and liquefy atmospheric gases using the energy of the motion of the vehicle through the atmosphere. For simplicity, assume the system only works if the vehicle is traveling at least 375 mph. The earliest designs (mid TL7) were intended to collect liquid oxygen from terrestrial air, but the traditional SF gas giant fuel scoops use similar technology to collect hydrogen. The amount of air processed (in pounds/second) determines the system statistics. Each pound of terrestrial air processed yields 0.2 lbs of liquid oxygen, each pound of gas giant atmosphere yields 0.8 lbs of liquid hydrogen. An operating air separator adds 4 x (lb/sec) to Aerodynamic drag. Launchs: A launcher able to collect oxygen as fast as it burns it (equal to 33% of the fuel flow volume for hydrox rockets, 70% of the fuel flow for kerosene) can reduce the fuel volume used for the first 80% of the launch by the same ratio, and convert the fuel used from the mixed fuel to standard hydrogen or aviation gas. The last 20% still needs to burn outside the atmosphere, so the vehicle will either need to carry some oxidizer or collect 1.25 times as much as it burns and store the excess in empty tankage. Fuel Scooping: Orbiting spacecraft can also dive into an atmosphere and use this technology to collect gases as fuel or reaction mass. The dive is treated as an aerobraking maneuver - the vehicle suffers damage as for reentry (p164) and slows 1500 mph per minute spent in the atmosphere. Depending on the orbit that velocity loss may need to be made up to remain in orbit - and actually reentering a gas giant is not a good idea. The vehicle will need empty tanks to store the liquefied atmosphere (see p89a for densities). *Atmosphere Processors* (TL7): This device extracts a desired component from a surrounding atmosphere you are not moving through. It is rated for the weight of raw atmosphere it can process per hour. The weight of purified product produced per hour depends on the fraction of the gas in the raw atmosphere -- gas giant atmosphere is about 80% hydrogen by weight, terrestrial air is about 20% oxygen and 1% argon. *Carbon Dioxide Reduction* (TL7): converts CO2 (normally from an atmosphere or sublimed from ices of outer system worlds) into Carbon Monoxide/Oxygen fuel. Decide on the number of pounds of carbon dioxide processed per hour. Every pound processed yields 0.12 gallons of fuel. *Metal Oxide Reduction* (TL7): This device converts sand, lunar dust, crushed asteroid or other rocky material into Metal/LOX fuel. The process varies from complicated chemical cycles to simple brute force electrolysis of molten rock. Decide on the weight of raw material processed per hour; each pound produces 0.075 gallons of MOX fuel. *Fissionables Processor* (TL8): This device concentrates fissionable ores, usually by reaction with recycled HF and electrolysis. Decide on the weight of ore processed per hour, a high grade ore might produce 1-2% fissionables. At double weight volume and cost the processor can produce fuel pellets suitable for reloading fuel rods or gas core fission rockets, though actually loading either under field conditions presents a major radiation hazard. Assume each kW-year requires about 0.05 lbs of refined fissionables. *Fusion Fuel Processor* (TL7): an electrolysis and evaporator unit able to concentrate fusion fuel from seawater (GM note, if fusion fuel is pure deuterium fresh water also works, but light metals are available only in salt water). Decide on the number of gallons processes per hour. Each pound of fusion fuel requires 5000 gallons of seawater. *Hydrogen Photolysis* (TL8): Several technologies can generate hydrogen from water and sunlight, biotechnology or advanced catalysis are the major ones. Because of the sunlight requirement this is a surface feature like Solar Cells. Weight is 0.2 lb/sf, cost is $2/sf if biological, $50/sf if metal catalysis, hydrogen production in full sunlight is 0.01 'gallons' of hydrogen gas per hour per sf. Each gallon produced uses 0.63 gallons of water. Fuel Accessory Table 5- Still 50 2 $10 0.5Al 6 Still 30 2 $20 0.3Al 7+ Still 20 2 $50 0.2Al 5- Digester 10 0.5 $2 - 6 Digester 5 0.5 $4 - 7+ Digester 3 0.5 $7 - 7 Air Separator 10@ 2@ $500@ - 8 Air Separator 2@ 0.4@ $100@ - 9+ Air Separator 1@ 0.2@ $50@ - 7 Atmosphere Processor 50* 1* $3000* 0.5* 7 Carbon Dioxide Reduction 200* 4* $3000* 3* 7 Fusion Fuel Processor 15* 0.75* $500* 15* 7 Metal Oxide Reduction 1500* 30* $5000* 25* 8 Fissionables Processor 1500* 30* $8000* 25* @ per pound of atmosphere processed per second. * per pound of raw material processed per hour. ________________________________________ Miscellaneous Equipment p72a Fuel Telegate ________________________________________ A TL16 teleport system linking the vehicle to a fuel source elsewhere - such as a huge fixed fuel tank, the atmosphere of a gas giant or another dimension filled with hydrogen. This is particularly valuable for spacecraft, allowing reaction drives to avoid issues like mass ratio and tank weight and obtain performance envelopes normally restricted to reactionless propulsion systems. A fuel telegate weighs 0.000 02 lb, costs $0.1 and consumes 0.0001 kW per gallon/hour it can supply. ________________________________________ Miscellaneous Equipment p72a Multifunctional Systems ________________________________________ Combination Components (TL4): If two components seem related, they can share parts for some savings of weight and volume. If all the functions can be used at once, the combination component has a weight, volume and cost equal to the largest of each among the individual components, plus 80% of the sum of the remaining statistics. If only one function is usable at a time, the statistics are as the largest individual component, plus 50% of the sum of the remainder. Power usage is that of whatever functions are in use. Omni-Beams (TL9): Beam weapons can be built to fire several types of beams. Select 2 or more specific weapons; the weight and volume of the omni-beam is that of the largest subcomponent, plus 20% of the sum of the remainder; cost is twice the combined cost; and power consumption is that of the current mode of operation. Only one beam may be used at a time, but changing modes is a free action unless the option is an energy melee weapon, which requires a Ready action. Reconfigurable Component (TL11): The component can alter its shape and function, transforming into two or more pieces of equipment. Transformation requires (16-TL) seconds. Weight and volume are the weight and volume of the largest included system(s), cost is the combined cost of all the configurations, times the number of configurations, and power consumption is that of the current configuration. Transforming Mecha (TL11): An entire vehicle can be built as a reconfigurable component. This is fairly cinematic, much more radical than the rules for Transformable Mecha on ME100. Build each configuration separately, then use the rules above to determine statistics. The major restriction is space must be provided for anything carried - fuel, ammo, cargo, crew etc. - in all configurations, or it is jettisoned on transforming and probably lost. Weight used only in some configurations can be listed as 'waste weight' in others, but must be accounted for. Extradimensional Reconfiguration (TL15): A reconfigurable component able to store unused parts in another dimension. This doubles the cost, but weight and volume, as well as the power consumption are that of the current configuration. ________________________________________ Miscellaneous Equipment p72a Field Generators ________________________________________ These systems generate fields that impose some condition on a volume. Nuclear Dampers and Reality Stabilizers (p72) also belong in this category. *Magnetic Shielding* (TL8): generates a magnetic field that deflects charged particle radiation. Multiply the statistics by the square root of the protection factor(PF) desired. For simplicity assume normal space radiation is entirely charged particles. Other radiation sources are usually mixed, if you don't know the spectrum of a hazard, assume the maximum PF is 10. Magnetic shields also provide 2 log(PF) points of PD against charged particle or antiparticle beams, half that against flamers or fusion beams. *Pestguard* (TL9): generates a field that terrifies any species it is set up to repel. Creatures with IQ2 or less will not remain in the field, those with higher IQs must roll against Will every 3 x IQ seconds to stay in the field, and are at -3 to DX or IQ rolls while doing so. The standard description is sonics, but it is too specific for that and is probably neural technology, in which case it should be bumped to TL10. *Artificial Gravity* (TL10): generates an artificial gravity field that adjusts the local gravity by up to 1G (multiply statistics by the maximum adjustment for greater range of variation). Replace the current Artificial Gravity Units (p78) with this. Adjusting the gravity takes 30 seconds. Artificial gravity fields are less likely to be spheres than most fields, regions between two generator plates are particularly reasonable. *Holoprojector* (TL10): a holographic projector equipped with appropriate holodisks can make the volume look like anything of approximately the same dimensions. In addition to confusing observers and preventing attackers from targeting specific things in the field, this can substitute for camouflage. *Sonic Screen* (TL10): generates a field that blocks sound waves. It defeats sound detection or sonar and provides DR 15 against sonic attacks (+3 to HT rolls vs. stunning). *Nuclear Dampers* (TL12): generate a field that suppresses nuclear reactions. Dampers suppress either fission (including radioisotope devices) or fusion, but not both; and shut down power plants (including RTGs for fission dampers) and reaction engines as well as warheads. Neither configuration has any effect on antimatter; NPUs and total conversion may or may not be disabled by either damper the GM chooses. At his option a fusion damper may weaken the strong force enough unstable isotopes decay more quickly, possibly resulting in fission weapons (or reactors!) spontaneously melting down. *Anihilation Dampers* (TL12): generate a field supressesing matter/antimatter reactions, disabling antimatter powerplants, drives and warheads and negating any advantage of antiparticle beams over p-beams. At the GM's option this may also disable total conversion technology. The antimatter still exists, and when it is no longer within the damper field the antiparticles react normally. An anihilation damper allows you to store antimatter in ordinary fuel tanks, normally as liquid antihydrogen at 263 grams/gallon of tank. The required damper field volume is 0.2 cf per gallon of tank. Note it is virtually impossible to clean all the antimatter off something, a layer of anti-atoms will remain on the surface, some will have migrated into the structure etc. Assume anything that has ever been in physical contact with antimatter explodes if brought out of the field (as the same weight of TNT). *Stasis Web* (TL15): generates a bubble of time running slower than the rest of the universe (the surface is a perfectly elastic, perfectly rigid mirror). It can be set to last anywhere from 5 minutes to billions of years as observed by the rest of the universe, only microseconds pass within the bubble. Objects in stasis are unable to do anything, but are also nearly invulnerable. *Tau Field* (TL16): generates a bubble of time running faster than the rest of the universe (see p.UT81) Field Generator Table TL Type Weight Cost Power 8 Magnetic Shielding 0.15 $15.00 0.01 kWs 9 Pestguard 0.0001 $0.07 neg. 10 Artificial Gravity 0.04 $5.00 0.13 10 Holoprojector 0.004 $4.00 0.0002 10 Sonic Screen 0.0006 $0.75 0.002 12 Nuclear Damper 0.004 $15.00 0.01 12 Anihilation Damper 0.004 $15.00 0.01 15 Stasis Web 4.0 $400.00 3000 kWs 16 Tau Field 0.05 $20.00 0.06 Statistics are per cf enclosed by a field. Many fields are spherical rather than conforming to the vehicle volume, most vehicles will fit in a sphere with less than 20 times the volume of the vehicle. The volume of a sphere is (4xPi/3) x radius^3. Generator volume is weight/50 cf. Tau field power is in the frame of the field, magnetic shielding and stasis web power is actually the energy required to activate the field, not a power requirement. ________________________________________ Miscellaneous Equipment p72a Screen Generators ________________________________________ These systems generate 2 dimensional screens, unlike fields that blanket a volume, screens cover an area. Most vehicular screens either conform to the surface of the vehicle or form a sphere with the vehicle at the center. *Distort Screens (TL10): impose a -5 on multiscanners (in all 3 modes) attempting to scan in. If this makes the difference to a detection roll the target is invisible, or shows up as something other than what it is, depending on the screen configuration. The version in Ultratech has the same effect on radar, ignore that and assume the technology interacts with whatever cinematic radiation allows multiscanners. *Pressure Screens* (TL11): prevent the passage of fluids. This is useful against toxic gases or pressure differences like vacuum or extreme depth. By stopping convection and mixing it also slows heat flow into or out of the bubble. Since air is not exchanged breathing occupants will eventually suffocate if it is not recycled. A submersible with a pressure screen has an infinite crush depth, though if the entire vehicle is inside the bubble it can't change depths (ballast won't enter or leave) or maneuver without reactionless thrusters (propulsive flows won't either). For double cost the screen can wrap around intakes and nozzles to allow the vehicle to take on ballast or maneuver with reaction engines. *Radiation Screen* (TL11): a low powered deflector that provides some defense against ionizing radiation. Decide on the protection factor and multiply the weight, volume, cost and power consumption the by its square root as well as by the protected surface area. *Streamlining Screens* (TL11): are an application of pressure screens. A streamlining screen must have twice the surface area of the vehicle enclosed. When activated recompute the performance of the vehicle as if it had the surface area of the screen and radical streamlining, very fine hydrodynamic lines, and a responsive hull. Double cost if the screen wraps around intakes etc. to allow reaction engines to function. The system is particularly valuable for reentry vehicles, because it not only provides streamlining, the vacuum trapped between the screen and the vehicle acts as insulation and divides the heat damage by 1000. *Umbrella Screens* (TL11): are low powered deflectors that will keep out rain, snow, wind or hail. Neither gentle currents or gas flows, nor anything energetic enough to do damage will be stopped. creen Generator Table TL Type Weight Cost Power 10 Distort Screen 0.3 $1000 0.002 11 Pressure Screen 0.007 $1 0.005 11 Radiation Screen 0.01 $25 0.02 11 Streamlining Screen 0.007 $1 0.005 11 Umbrella Screen 0.0001 $0.1 0.000001 Statistics are per sf of screen surface area. Many screens are spherical rather than conforming to the vehicle surface. Most vehicles will fit in a sphere with less than 5 times the area of the vehicle. The surface area of a sphere is (4xPi) x radius ^2. Generator volume is weight/50 cf.