> > Is fusion "hard" or not?  How about magnetic sail ships?  Light sail?
> Laser
> > boosted light sail?
> 
> For ship level tech, I'm pretty much in agreement with GURPS Space.
> I'm less convinced about nano-tech (actually, that's an
> understatement.  It's magic at the level presented by GURPS.)  and by
> the energy density of portable power supplies (so, no handheld beam
> weapons, at least practical military ones.)

For surface-to-orbit craft, Vehicles has 
* conventional rocket engines (little better than TL7)
* fusion rockets (different from those in Space 3E, unless 
  that is an unlisted typo)
* AM thermal
* Orion and nuclear pulse drive
* laser rockets
* gas core fission rockets

Just how civilized is the planet, and how close to it do you
plan to operate? Without reactionless magic, all high-thrust
drives tend to be radioactive. 

You can probably do a nice SSTO with conventional rockets 
and TL10 hull and armor materials, but it won't have much 
delta-V to spare for adventuring. 

Fusion rocket craft will have a delta-v around 100 km/s and
a decent payload, so you can do multiple landings or lots 
of orbital maneuvering. Vehicles lists TL9+ fusion rockets 
as "somewhat radioactive", but what does that mean? And are
the second generation models (i.e. TL10) cleaner? Wikipedia
calls fusion rockets cleaner than fission rockets, but then
it calls fission rockets highly radioactive, so that doesn't
have to mean much ...

Just how peaceful is the world? With hard tech, pirates in 
the belt are unlikely, but major powers could have big bad
battleships.
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l

Reply via email to