TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0125
  Version 1.0 – November 2009
  ®
  Written by DAVID L. PULVER
  Edited by ANDY VETROMILE
  Editorial Assistance by JASON “PK” LEVINE
  Illustrated by MICHAEL BARRETT and DARRELL MIDGETTE
  MINING AND INDUSTRIAL SPACECRAFT
  TM
  
  CONTENTS
  2
   INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 3
  Publication History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Series . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Author. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1. SPACE INDUSTRY AND CONSTRUCTION. . . 4
  SPACE CONSTRUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Port Size and Ship Construction . . . . . . . . . . . . . . . . . . . . . 5
  Blueprints and New Spacecraft . . . . . . . . . . . . . . . . . . . . . . 5
  Inventing New Sizes of Systems . . . . . . . . . . . . . . . . . . . . . 5
  REFITTING AND REPAIRS . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Modular Systems and Other Upgrades. . . . . . . . . . . . . . . . 6
  Shipbreaker Yards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  2. SPACECRAFT . . . . . . . . . . . . . . . . . . . . . 7
  ORBITAL SHIPYARDS AND FACTORY STATIONS. . . . . . . . . . 7
  Work Shack (TL8) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Space Industrial Park (TL8). . . . . . . . . . . . . . . . . . . . . . . . . 8
  Solar Power Satellite (SPS) (TL9) . . . . . . . . . . . . . . . . . . . . 8
  Space Factory (TL9) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Class III Orbital 
  Spaceport (TL8) . . . . . . . . . . . 9
  Class IV Orbital 
  Spaceport (TL9) . . . . . . . . . . . 9
  Class V Orbital 
  Spaceport (TL10). . . . . . . . . 10
  Manchester-Class Industrial 
  Star City (TL10^). . . . . . . . . 10
  Leviathan-Class Super 
  Constructor Ship (TL12^). . 11
  SERVICE AND SALVAGE . . . . . . . 12
  Dealing with Space Junk. . . . . . 12
  Kobold Work Bug (TL9). . . . . . 12
  Planetoid-Class Orbital 
  Salvage Ship (TL9) . . . . . . . 13
  Samaritan-Class Rescue-and-
  Salvage Ship (TL11^) . . . . . 13
  SPACE TUGS . . . . . . . . . . . . . . . 14
  Panama-Class Orbital 
  Transport Vehicle (TL8) . . . 14
  Quarterhorse-Class Deep 
  Space Tug (TL9). . . . . . . . . . 15
  Kinshasa-Class Heavy Interstellar 
  Towing Vehicle (TL10^). . . . . . . . . . . . . . . . . . . . . . . . . 15
  Termagant-Class Advanced Orbital Tug (TL10^) . . . . . . . 16
  ASTEROID MINING . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Nomad-Class Catapult Ship (TL9). . . . . . . . . . . . . . . . . . . 16
  Mosquito-Class Volatile Miner (TL9) . . . . . . . . . . . . . . . . 17
  Vredefort-Class Asteroid Mine Station (TL9) . . . . . . . . . . 17
  Wildcat-Class Asteroid Prospector (TL10) . . . . . . . . . . . . 18
  Klondike-Class Mining Starship (TL10^) . . . . . . . . . . . . . 18
  Pluto-Class Ice Ship (TL10) . . . . . . . . . . . . . . . . . . . . . . . . 19
  Rock Snake Mobile Industrial Colony (TL10) . . . . . . . . . 19
  Nugget-Class Interstellar Prospector (TL11^) . . . . . . . . . 20
  GAS GIANT MINING . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Tempest-Class Gas-Mining Cruiser (TL9). . . . . . . . . . . . . 21
  Storm Bird-Class Helium-3 Shuttle (TL9) . . . . . . . . . . . . 22
  Titanic-Class Gas-Mining Platform (TL10^). . . . . . . . . . . 22
  TANKER SPACECRAFT. . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Jupiter-Class Deep Space Tanker (TL10) . . . . . . . . . . . . . 23
  Aquarius-Class Interstellar Supertanker (TL11^) . . . . . . 23
  INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  CONTENTS
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  Managing Editor ❚ PHILIP REED
  e23 Manager ❚ STEVEN MARSH
   
  Page Design ❚ PHIL REED and
  JUSTIN DE WITT
  Art Director ❚ WILL SCHOONOVER
  Production Artist & Indexer ❚ NIKOLA VRTIS
  Prepress Checker ❚ WILL SCHOONOVER
  Marketing Director ❚ PAUL CHAPMAN
  Director of Sales ❚ ROSS JEPSON
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  Additional Material: Adrian Tymes
  Lead Playtester: Jeff Wilson
  Playtesters: Paul Blankenship, Frederick Brackin, Kyle Bresin, Douglas Cole, Shawn Fisher, Thomas Gamble, Jon Glenn, 
  Martin Heidemann, Anthony Jackson, Thomas Jones-Low, C.R. Rice, Christopher Thrash, Jon Walters, and Sam Young
  Extra-special thanks to Kenneth Peters for playtest contributions above and beyond the call of duty.
  
  INTRODUCTION
  3
  This book covers asteroid miners,
  salvage ships, tankers, tugs, and simi-
  lar rugged vessels that engage in
  resource extraction and industrial
  operations. It also covers orbital space
  yards, service stations, power satellites,
  and similar facilities.
  These hardworking craft build and
  maintain the exploration ships, star lin-
  ers, and warships that ply the space
  lanes. Although they don’t seek out
  adventure, they’ll sometimes encounter
  it: pirates attacking tankers carrying valu-
  able fuel, murder mysteries at isolated min-
  ing stations, sabotage at vital orbital
  shipyards, conflicts between asteroid min-
  ers and claim jumpers, or violent labor dis-
  putes that sparks a revolution.
  PUBLICATION HISTORY
  Rules for space debris removal are derived from Phil
  Master’s Vacuum Cleaners chapter in Transhuman Space:
  High Frontier. Some details of helium-3 and asteroid-mining
  operations are derived from Transhuman Space: Deep
  Beyond by David Pulver.
  ABOUT THE AUTHOR
  David L. Pulver is a freelance writer and game designer
  based in Victoria, British Columbia. He is the co-author of the
  GURPS Basic Set Fourth Edition and author of Transhuman
  Space, GURPS Spaceships, GURPS Ultra-Tech, GURPS
  Mass Combat, GURPS Banestorm: Abydos, and numerous
  other RPGs and supplements.
  Steve Jackson Games is committed to full support of
  GURPS players. Our address is SJ Games, P.O. Box 18957,
  Austin, TX 78760. Please include a self-addressed, stamped
  envelope (SASE) any time you write us! We can also be
  reached by e-mail: info@sjgames.com. Resources include:
  New supplements and adventures. GURPS continues to
  grow – see what’s new at www.sjgames.com/gurps.
  e23. Our e-publishing division offers GURPS adven-
  tures, play aids, and support in PDF form . . . digital copies
  of our books, plus exclusive material available only on e23!
  Just head over to e23.sjgames.com.
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  systemless locations, adventures, and much more. Look for
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  Internet.
  Visit us on the World Wide Web at
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  for errata, updates, Q&A, and 
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   fellow gamers, visit our forums at forums.sjgames.com.
  You can find the web page for GURPS Space-
  ships 6: Mining and Industrial Spacecraft
  at
  www.sjgames.com/gurps/books/spaceships/spaceships6.
  Bibliographies. Many of our books have extensive bibli-
  ographies, and we’re putting them online – with links to let
  you buy the resources that interest you! Go to each book’s
  web page and look for the “Bibliography” link.
  Errata. Everyone makes mistakes, including us – but we
  do our best to fix our errors. Up-to-date errata pages for all
  GURPS releases, including this book, are available on our
  website – see above.
  Rules and statistics in this book are specifically for the
  GURPS Basic Set, Fourth Edition. Page references that
  begin with B refer to that book, not this one.
  About GURPS
  About the Series
  GURPS Spaceships 6: Mining and Industrial Space-
  craft is one of several books in the GURPS Spaceships
  series. This series supports GURPS Space campaigns by
  providing ready-to-use spacecraft descriptions and rules
  for space travel, combat, and operations. GMs will need
  the core book, GURPS Spaceships, to use this book.
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Mining and Industrial Spacecraft, e23, and the
  names of all  products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. 
  GURPS Spaceships 6: Mining and Industrial Spacecraft is copyright © 2009 by Steve Jackson Games Incorporated. Some art © 2009 JupiterImages Corporation. 
  All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
  and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage 
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   INTRODUCTION
  
  War was coming to the outer system . . . all the projections
  agreed on it. The energy-starved Egg of Oort wanted to seize
  Neptune’s helium-3 stations to fuel its expansionist agenda. The
  Commonwealth of Triton was determined to resist, but their
  national fleet consisted of civilian tankers, ice miners, and a few
  old patrol ships.
  They planned to order the new Tsunami-class strike cruisers
  from Consolidated Fusion on Rhea, but the progressive faction in
  the Solar Union had suddenly passed a law banning member
  states from selling warships to potential combatants.
  So they cheated.
  Operation Fragarach was a desperate gamble, but it paid off.
  Tritonian agents stole the blueprints for the Solar Union’s state-
  of-the-art “Clarent” X-ray laser battery system. Triton’s small 
  but sophisticated spaceyards could tool up to build reverse-
  engineered copies, and retrofit them into its fleet of ice miners.
  Replacing conventional lasers, the long-ranged beams would give
  the Oort Fleet a warmer welcome than they expected.
  If the job could be finished in time!
  SPACE INDUSTRY AND CONSTRUCTION
  4
  CHAPTER ONE
  SPACE
  INDUSTRY AND
  CONSTRUCTION
  SPACE CONSTRUCTION
  Spacecraft are normally built at shipyards in Class III to
  Class V spaceports, examples of which are on pp. 9-10.
  Construction time depends on the size of the ship built and the
  port facilities.
  GURPS Spaceships lists production times for factory sys-
  tems. These times are for relatively small items, such as spare
  parts, personal equipment, etc. For equipment of significant
  size (SM +2 or more) the time is measured in days, not hours.
  Spacecraft can be completely manufactured on a produc-
  tion line inside a station’s factory system. The largest size ves-
  sel it can build is the system’s SM - 6. For example, a factory
  system scaled to SM +11 could create an SM +5 spacecraft.
  (Three or more factory systems installed in the
  same hull section add +1 to the SM limit.) Any
  production, of course, requires the necessary
  parts or raw materials be available in cargo
  storage (equal in mass to the finished ship).
  Thus, sustaining a high rate of production
  requires constant deliveries of materials.
  Example: A Class V spaceport (an SM +15
  station) has an SM +15 fabricator factory with
  a capacity of $150 million per hour. For larger
  systems, like entire spaceships, this is changed
  to $150 million per day. It turns parts or raw
  materials into ships, provided they are no larger
  than (SM +15) - 6 = SM +9. For example, since Klondike-class
  mining ships (pp. 18-19) are SM +8 and $69.7M each, it could
  build two of these ships every day on its production line.
  If a vessel is too large to fit the production line but still fits
  inside a hangar on the manufacturing spaceyard, it can be
  assembled more slowly. First, the factory time is increased:
  Treat the project as if it were 10 times as expensive. Then add
  “assembly time” equal to eight man-hours times hull tonnage.
  The maximum number of man-hours worth of workers a
  spaceyard can assign to a single hangar bay assembly effort
  (humans or human-sized robots) is equal to the workspace
  crew of that hangar bay (or combination of bays, if
  several are combined together to make a single
  larger bay).
  Example: Let’s say the same spaceport is con-
  structing a 30,000-ton (SM +11) Jupiter-class
  tanker (p. 23) that costs $596.6M. This cost is
  multiplied by 10 to $5,966M as it’s not built on a
  production line. It takes 5,996/150M = 40 days to
  build the (oversized) components the ship uses.
  It then takes another eight hours times 30,000
  tons = 240,000 man-hours to assemble. However,
  an SM +15 spaceyard’s hangar bay has 300 crew,
  so if all 300 work on the ship the time required
  is 240,000/300 = 800 hours, or 33 days.
  
  If a vessel is even larger and can’t fit in a hangar bay, it can
  be assembled outside the station. The factory time is
  unchanged; the time required to assemble it is tripled (24 man-
  hours times hull tonnage). If a spaceyard lacks on-site capabil-
  ity to manufacture parts, individual pieces are built elsewhere,
  shipped in, stored in cargo or hangar bays, and then assembled
  using the specified times.
  Production times can be sped up: Building a ship in two-
  thirds the listed time doubles the cost; doing it in half the time
  triples it.
  PORT SIZE AND
  SHIP CONSTRUCTION
  Class V – Full Facilities: These ports build or refit vessels of
  any size. The average time required is a number of days equal
  to twice the project’s hull dHP if it is 100,000 tons (SM +12) or
  larger. For smaller spacecraft, it takes half that.
  Class IV – Standard Facilities: These ports build or refit ves-
  sels up to 100,000 tons (SM +12) at the same speed as a Class V
  port. Larger vessels take three times as long.
  Class III – Local Facilities: These ports build or refit vessels
  up to 10,000 tons (SM +10) at the same speed as a Class V
  port. They build ships up to 100,000 tons (SM +12) but take
  twice as long. Even larger vessels take three times as long.
  Spacecraft are built outside of ports (if the necessary per-
  sonnel, factories, parts, etc. are available in-system) but the
  time required is quadrupled.
  It’s possible to build a spaceship more quickly by paying
  extra for overtime and other expenses. Tripling the price
  reduces the time to two-thirds. Quadrupling the price cuts the
  time in half. Accelerating the time may also require successful
  negotiations with spaceport or company officials, trade
  unions, etc.
  BLUEPRINTS AND
  NEW SPACECRAFT
  Spacecraft are normally built to order from existing hull
  plans. The GM decides whether standard plans exist for a given
  type of vessel. The more common space travel is in the universe,
  the greater the variety of plans available. If spacecraft are com-
  mon and the requirements are neither outlandish nor locally ille-
  gal, a customer can find plans for an appropriate ship.
  Creating plans and prototypes uses the New Inventions
  rules on p. B473. It takes years to get a ship design fully oper-
  ational! These rules assume it is assembled from existing sys-
  tems that have been built for that size of spacecraft before. If
  not, these subsystems also have to be invented! That is, if a
  fusion torch drive has never been built, or no one has ever built
  that size of engine before (e.g., an SM +10 spacecraft’s fusion
  torch), it would be a separate new invention. In the real world,
  most design delays and cost overruns on ships and aircraft
  occur when the project runs in tandem with efforts to develop
  new subsystems for it.
  Required Skills: Engineer (Spacecraft) is the only skill
  needed to design the spaceship itself. See below for notes on
  inventing specific systems.
  Complexity: The vessel’s retail price determines Complexity
  (see p. B473). The spacecraft retails for the unmodified cost
  calculated on p. 34 of GURPS Spaceships. Most cost over $1
  million and are Amazing.
  Concept: The concept roll (p. B473) provides a +1 to +5
  bonus for inventions that are variations of existing ones. To
  qualify as a variant, a GURPS Spaceships design must have
  the same hull size, TL, and degree of streamlining. If the only
  difference is a single system, design feature, or design switch, it
  receives a +5 bonus. For every changed system, and each addi-
  tion or removal of a feature or design switch, reduce the bonus
  by 1 to a minimum of 0. Thus, a design with 6+ changes no
  longer qualifies as a variant.
  After the concept is established, the normal rules for proto-
  types, testing, etc. apply.
  INVENTING NEW
  SIZES OF SYSTEMS
  Realistically, engineers have to organize new research and
  development projects for systems when they build spacecraft
  of different sizes. An SM +14 ship needs a different size and
  model of engine or weapon or sensors than an SM +13 vessel,
  for example, and this requires a whole new R&D program!
  This does not apply to armor, cargo holds, habitats, hangars,
  fuel tanks, open spaces, and passenger seating. The GM may
  also skip it in cinematic space opera, where scaling things up
  tends to be easy!
  Example: The Federation Navy Yard on Mercury is building
  the largest fusion-drive warship ever made: the battleship FNS
  Gomorrah. It is SM +11. The yard uses hyperdrive and reac-
  tionless engine designs from the existing SM +11 Jezebel-class
  assault carrier, but in this universe, no Federation ship ever
  used an SM +11 X-ray laser spinal weapon. A new invention
  program is needed to build a laser cannon of this size.
  Buying – or stealing – the plans of existing systems is obvi-
  ously a more cost-effective method.
  SPACE INDUSTRY AND CONSTRUCTION
  5
  
  It’s cheaper to refit an existing vessel (or second-hand
  design) than to buy it entirely new. A spacecraft that takes dam-
  age may also require repairs so extensive as to amount to a refit.
  Cost of refitting is the cost of all new equipment added, plus
  30%. Old equipment may have salvage value, especially if the
  PCs are good negotiators. The time for extensive refitting is
  generally one day per dHP the spacecraft has. Multiple systems
  are refitted simultaneously, so there is no extra time require-
  ment. This is modified by extra payments as described under
  Space Construction (pp. 4-5).
  For repairs, see GURPS Spaceships (p. 46): Cost is the
  price of all equipment destroyed, plus 10%. Multiple systems
  are repaired simultaneously. The GM can make parts for obso-
  lete spacecraft harder to find, at least in up-to-date spaceyards.
  Costs are +20% instead of +10% if parts are special-ordered or
  are custom-fabricated without much difficulty. Alternatively,
  the GM can rule characters must go to considerable lengths to
  find parts (or the blueprints used to design them), which entail
  adventures that take them to out-of-the-way places like ship-
  breaker yards (below) in the hope of finding vital components.
  MODULAR SYSTEMS
  AND OTHER UPGRADES
  Any non-core spacecraft system can be modular: It can be
  removed and replaced by other modular systems. Modular
  Cargo Hold systems cost $1K per ton of the system’s cargo
  capacity (e.g., an SM +8 Cargo Hold is $50K). Other modular
  systems double their usual cost.
  It takes man-hours equal to 2% of the spacecraft’s loaded
  mass (e.g., two man-hours for a 100-ton SM +6 vessel) to
  swap out a modular system (minimum 1/2 hour). Most space-
  yards charge a fee of $1K per man-hour to do this. Crews 
  may do so themselves without the heavy equipment found in
  spaceyards, but it takes 10 times as long and they must suc-
  ceed with a roll vs. the Repair skill of each system. Failure
  just wastes the time; critical failure disables the system (or
  destroys it if already disabled).
  If a party of techs are involved, the team leader makes the
  skill rolls against the lower of his skill (usually the required
  Repair skill) or the average skill of the team. (To calculate the
  team’s average skill, use the better of each member’s Spacer-2
  or Repair skill.)
  Habitat and Weapon Upgrades
  The facilities or weapons located in habitats and batteries
  can be upgraded even if the habitat or battery is not itself
  modular.
  Remodeling Habitats: The facilities in a habitat can be
  swapped out. Cost for the necessary parts is $10K per cabin-
  equivalent (plus any lab, teleport projector, minifac, or
  automed costs). Time required is one man-hour per ton of
  facility swapped out; labor cost is $1K per ton; skill rolls are as
  detailed above.
  Weapon Batteries: The individual fixed or turret weapons in
  batteries can be removed and inserted using the modular sys-
  tem times, skill rolls, and labor costs. Roll once for all work on
  a given system. A weapon in a spinal battery requires triple the
  man-hours.
  SPACE INDUSTRY AND CONSTRUCTION
  6
  Obsolete spacecraft sell for scrap at 10% of their value.
  An elderly ship’s last voyage is often to a shipbreaker yard
  where it is cut up and any useful components are removed.
  Characters may be hired to crew a vessel on this trip.
  This is not without risk. A ship on its last legs develops
  numerous problems to fix as its limps its way to its final
  resting place. Spacecraft may become involved in many
  intrigues, especially if they‘re ex-military. Warships are
  stripped of their weapons and any sensitive technology
  (state-of-the-art software controlling defensive ECM, for
  example) . . . unless some bureaucratic error or bribe
  leaves some of it intact. Even an obsolete ultra-tech war-
  ship devoid of its primary armament is a useful weapon in
  the hands of a poorer nation, pirates, or terrorists. If such
  a faction can’t openly buy an obsolete ship (e.g., due to
  embargoes), they may hijack it on the way to demolition.
  The shipbreaker yards are located on barren moons,
  asteroids, or space stations unless reactionless drives, con-
  tragravity, or other technologies make it easy to land a ship
  on a habitable terrestrial planet. An entire world could be
  nothing more than a graveyard of old ships with the inhab-
  itants living inside their partially gutted hulks.
  Shipbreaker yards are not always the most environmen-
  tally friendly industries since old spacecraft are irradiated,
  polluted by toxic chemicals, etc. They are found on poorer
  industrialized worlds one TL below the norm so the labor
  is cheaper (human or robot). Moreover, such worlds find
  uses for the obsolete technology in outdated vessels, which
  may be modern by their standards. If an entire moon or
  planet is devoted to the shipbreaking industry, such a place
  would contain many used spacecraft lots and be a useful
  source of spare parts for elderly vehicles.
  Shipbreaker Yards
  REFITTING AND REPAIRS
  Calamities are of two kinds:
  misfortune to ourselves, and good 
  fortune to others.
  – Ambrose Bierce
  
  SPACECRAFT
  7
  This chapter describes several representative mining and
  industrial spacecraft built using the GURPS Spaceships rules.
  Since GURPS has no default interstellar background setting,
  only a few of the many possible combinations of spaceship sys-
  tems, drive types, and degrees of superscience are covered.
  These represent a mix of hard science and superscience vessels.
  The basic system in GURPS Spaceships is highly modular, so
  the GM can swap out components and adjust details to fit cam-
  paign assumptions.
  Note on Computers: The abbreviation “C” is used for
  Complexity when referring to control station computers, e.g.,
  a “C8 computer” is one with Complexity 8.
  CHAPTER TWO
  SPACECRAFT
  ORBITAL SHIPYARDS
  AND FACTORY STATIONS
  Orbital shipyards are space facilities for constructing, serv-
  icing, maintaining, and repairing spacecraft and satellites.
  Since many ships cannot take off from a planet, the stations
  are vital for deep-space commerce, especially in settings where
  there are no superscience space drives. At low TLs, deep-space
  vessels are expensively assembled in orbit by boosting prefab-
  ricated components on successive flights and gradually assem-
  bling them. At higher TLs, it’s better to place the shipyard there
  as well and build the entire craft in orbit. Similar facilities are
  needed for building constructs such as space colonies, space
  elevators, Dyson spheres, and other megastructures (see
  GURPS Ultra-Tech, p. 79 and p. 224, and GURPS Space,
  pp. 132-133).
  The space environment lends itself to specialized projects
  where near-perfect vacuum and microgravity conditions are
  important for industrial processes. In addition to shipbuilding,
  factories may manufacture exotic alloys, microbot compo-
  nents, perfectly spherical ball bearings, specialized nanoma-
  chines, and high-purity protein crystals for drugs. Space
  industry benefits from the ready availability of abundant
  resources from asteroid mines and plentiful solar power.
  Energy from the sun itself is a valuable commodity, beamed
  down from orbital satellites to planetary customers.
  WORK SHACK (TL8)
  Small space-habitat facilities and supply depots are built to
  provide a temporary but livable environment for workers as
  they construct larger stations. A work shack is an unstream-
  lined cylinder 50’ long (SM +6, 100 tons) with attached solar
  panels, often made of a discarded chemical rocket booster’s
  upper stage. It has a bunkroom, a small factory area, several
  storerooms for tools and spare parts, and a small hangar
  bay/airlock holding thruster packs and vacc suits. The shack
  may be dismantled after the project is completed, or towed off
  to support another endeavor.
  Front Hull
  System
  [1]
  Light Alloy Armor (dDR 3).
  [2-6]
  Cargo Holds (five tons each).
  [core!]
  Fabricator ($5k/hour production capacity).
  Central Hull
  System
  [1]
  Light Alloy Armor (dDR 3).
  [2]
  Hangar Bay (three tons capacity).
  [3]
  Engine Room (one workspace).
  [4]
  Solar Panel Array (one Power Point).
  [5]
  Habitat (minifac fabricator).
  [6]
  Habitat (briefing room).
  [core]
  Habitat (one bunkroom).
  Rear Hull
  System
  [1]
  Light Alloy Armor (dDR 3).
  [2-6]
  Cargo Holds (five tons each).
  The facility requires two technicians to run. Additional
  crewmen are present for zero-G construction work and cargo
  handling outside the work shack.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  8
  Work Shack
  30
  –
  14
  –
  100
  53.4
  +6
  4ASV
  3
  0
  $6.49M
  Wretched mining companies. 
  No sense of aesthetics.
  – Jenna Stannis, Blake’s 7 #2.10
  
  SPACECRAFT
  8
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  9
  SPS
  70
  –
  12
  –
  1,000
  130.2
  +8
  2SV
  7
  0
  $71.8M
  SPACE INDUSTRIAL
  PARK (TL8)
  This is a cheap, non-rotating microgravity space station.
  Privately owned, they serve as the headquarters of companies
  performing maintenance, towing, and orbit correction; they
  house a variety of factory and research enterprises. Although
  too small to build spaceships, it may be the headquarters of
  companies specializing in repair and refit of spacecraft, space-
  debris removal and salvage operations, or retrofitting of obso-
  lete satellites with upgraded components. Ugly but functional,
  this 1,000 ton (SM +8) unstreamlined facility is composed of a
  cross-shaped structure (150 feet long) festooned with attached
  modules and solar panels. It has a long robot arm for unload-
  ing cargo and a large hangar bay.
  Front Hull
  System
  [1]
  Steel Armor (dDR 5).
  [2]
  Robot Arm (ST 700).
  [3-4]
  Hangar Bays (30 tons capacity each).
  [5]
  Fuel Tank (50 tons of reaction mass, for
  refueling other spacecraft).
  Front Hull
  System
  [6]
  Solar Panel Array (one Power Point).
  [core]
  Control Room (C4 computer, comm/sensor 5,
  and four control stations).
  Central Hull
  System
  [1]
  Steel Armor (dDR 5).
  [2!]
  Fabricator ($50K/hour production capacity).
  [3]
  Cargo Hold (50 tons).
  [4!]
  Fabricator ($50K/hour production capacity).
  [5-6]
  Cargo Holds (50 tons each).
  [core]
  Habitat (three bunkrooms, gym, one cabin).
  Rear Hull
  System
  [1]
  Steel Armor (dDR 5).
  [2]
  Habitat (two labs, one-bed sickbay, office).
  [3]
  Engine Room (one workspace).
  [4-5]
  Cargo Holds (50 tons each).
  [6]
  Solar Panel Array (one Power Point).
  Personnel includes a station manager, chief engineer, a
  communications operator, four scientists, a robot arm opera-
  tor, and five factory workers and technicians.
  SOLAR POWER
  SATELLITE (SPS) (TL9)
  With no atmosphere to get in the way, solar panels in space
  are more efficient than those on a planetary surface. Energy is
  vital to any industrialized civilization, and solar energy from
  the sun is an economical way to power a spacefaring popula-
  tion. Built using a 1,000 ton (SM +8) unstreamlined hull, this
  space station uses a large array of solar panels to track and col-
  lect photons. It is in geosynchronous orbit (22,300 miles up for
  Earth) where it bathes in sunlight nearly all the time. Solar
  panels power emitters which beam microwaves to ground-
  based multi-acre rectifying antenna. The “rectenna farms” con-
  vert this energy into electricity. The SPS’s spinal battery and
  major batteries represent the microwave beam transmitterss,
  but the energy is not tightly focused enough to be useful as a
  weapon. The cargo capacity aboard the satellite may be used
  by its owners for orbital warehousing, or represent open space.
  Front Hull
  System
  [1]
  Light Alloy Armor (dDR 7).
  [2-3]
  Solar Panel Array (one Power Point each).
  Front Hull
  System
  [4!]
  Spinal Battery (1 GJ power beam).
  [5!]
  Major Battery (300 MJ power beam).
  [6]
  Hangar Bay (30 tons capacity).
  [core]
  Control Room (C6 computer, comm/sensor 6,
  and only two control stations).
  Central Hull
  System
  [1]
  Light Alloy Armor (dDR 7).
  [2-3]
  Solar Panel Array (one Power Point each).
  [4]
  Engine Room.
  [5]
  Cargo Hold (50 tons).
  [6!]
  Major Battery (300 MJ power beam).
  [core!]
  Spinal Battery (central system).
  Rear Hull
  System
  [1]
  Light Alloy Armor (dDR 7).
  [2-3]
  Solar Panel Array (one Power Point each).
  [4!]
  Spinal Battery (rear system).
  [5!]
  Major Battery (300 MJ power beam).
  [6]
  Cargo Hold (50 tons).
  It has total automation. It functions with no crew but has
  provisions for two onboard operators for manual override and
  maintenance.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  8
  Space Industrial Park
  70
  –
  14
  –
  1,000
  311.4
  +8
  14ASV
  5
  0
  $127.4M
  I rushed us out of space dock, because I had something to prove. And I risked the lives
  of 81 humans, a Vulcan and a Denobulan to do it.
  – Capt. Jonathan Archer, Enterprise #1.12
  
  CLASS III ORBITAL
  SPACEPORT (TL8)
  This is a typical Class III orbital spaceport and attached
  spaceyard, providing shipbuilding, repair, and cargo facilities.
  It services and repairs ships up to 10,000 tons (SM +10) inter-
  nally; the few external clamps are reserved for occasional
  larger vessels that might dock with it. Enhanced scientific sen-
  sors are installed due to the undeveloped nature of the systems
  a Class III spaceport serves. In civilized systems, they represent
  an astronomical observatory attached to the station.
  Front Hull
  System
  [1]
  Stone Armor (dDR 10).
  [2]
  External Clamp.
  [3]
  Cargo Hold (15,000 tons).
  [4-6]
  Hangar Bays (10,000 tons capacity each).*
  Central Hull
  System
  [1]
  Stone Armor (dDR 10).
  [2]
  Science Array (comm/sensor 12).*
  [3]
  Habitat (1,000 cabins, 500 luxury cabins).*
  Central Hull
  System
  [4]
  Habitat (1,000 cabins, 100 establishments,
  200 offices, 100-bed hospital sickbay, and 
  2,500 tons cargo).*
  [5]
  Solar Panel Array (one Power Point).
  [6]
  Open Space (2.5 acres of farms).*
  [core]
  Control Room (C6 computer, comm/sensor
  10, and 30 control stations).*
  Rear Hull
  System
  [1]
  Stone Armor (dDR 10).
  [2]
  External Clamp.
  [3]
  Cargo Hold (15,000 tons).
  [4-6]
  Hangar Bays (10,000 tons capacity each).*
  [core!]
  Fabricator ($15M/hour production
  capacity).*
  * 30 workspaces per system.
  It has spin gravity (0.7G).Crew consists of 30 control room
  staff (some of whom operate a system-wide or planetary traf-
  fic-control network), 360 technicians, and 60 passenger
  attendants.
  SPACECRAFT
  9
  SPACE FACTORY (TL9)
  A wheel-shaped station massing 10,000 tons (SM +10),
  this facility is a small manufacturing complex or corporate
  R&D facility. It includes engineering labs for projects too
  dangerous for an inhabited world, or ones in which micro-
  gravity and/or hard vacuum are useful.
  The station spins to simulate gravity, but one fabricator
  complex is in the non-spinning central spoke to take advan-
  tage of zero-G for those processes that benefit from it. Above
  the installation are large solar panels providign power for its
  factories. It’s a fairly austere environment with little in the
  way of luxuries. Employees are usually rotated out every four
  to six months. Higher-TL versions may replace the fabrica-
  tors with robofacs or nanofacs.
  Front Hull
  System
  [1]
  Steel Armor (dDR 10).
  [2-5]
  Solar Panel Array (total four Power Points).
  [6]
  Hangar Bay (300 tons capacity).*
  [core]
  Control Room (C7 computer, comm/sensor 8,
  and only four control stations).*
  Central Hull
  System
  [1]
  Steel Armor (dDR 10).
  [2-3!]
  Fabricators ($500K/hour production capacity
  each).*
  [4-5]
  Cargo Holds (500 tons each).
  [6]
  Fuel Tank (500 tons of reaction mass, for
  refueling other spacecraft).
  [core]
  Habitat (14 cabins and one luxury cabin with
  total life support, two establishments, 
  large lab, and four-bed sickbay).*
  Rear Hull
  System
  [1]
  Steel Armor (dDR 10).
  [2!]
  Fabricator ($500K/hour production
  capacity).*
  [3-5]
  Cargo Holds (500 tons each).
  [6!]
  Fabricator ($500K/hour production
  capacity).*
  * One workspace per system.
  It has spin gravity (0.2G). Each shift is manned by a station-
  master, deputy, sensor and communications operators, medic,
  engineering officer, seven technicians, and 10 researchers.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  9
  Space Factory
  150
  –
  14
  –
  10,000
  2,803
  +10
  30ASV
  10
  0
  $2.2507B
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  9
  Class III Spaceport
  500
  –
  14
  –
  300,000
  93,000
  +13 5,000ASV
  10
  0
  $20.975B
  CLASS IV ORBITAL
  SPACEPORT (TL9)
  This spaceport and attached spaceyard can service, repair,
  and construct ships up to 30,000 tons (SM +11) internally; as
  with its larger cousin, other ships – and anything too big to fit
  inside – dock outside using the external clamps. Any planet
  with a station of this class has smaller spaceports as well. It is
  a donut-shaped station that rotates to provide artificial gravity,
  with a large solar-panel array to provide power. Ship construc-
  tion at a Class IV spaceport tends to focus on smaller jobs:
  Most projects that can afford to occupy a Class IV’s capacity
  can afford to find a Class V to do it more efficiently.
  
  SPACECRAFT
  10
  Front Hull
  System
  [1]
  Stone Armor (dDR 15).
  [2]
  External Clamp.
  [3]
  Cargo Hold (50,000 tons).
  [4-6]
  Hangar Bays (30,000 tons capacity each).*
  Central Hull
  System
  [1]
  Stone Armor (dDR 15).
  [2]
  Habitat (6,000 cabins).*
  [3]
  Habitat (3,000 luxury cabins).*
  [4]
  Habitat (1,500 establishments, 1,500 offices,
  500-bed hospital sickbay, and 5,000 tons
  cargo).*
  [5]
  Open Space (five acres of farms).*
  Central Hull
  System
  [6]
  Solar Panel Array (provides one Power Point).
  [core]
  Control Room (C9 computer, comm/sensor
  12, and 40 control stations).*
  Rear Hull
  System
  [1]
  Stone Armor (dDR 15).
  [2]
  External Clamp.
  [3-6]
  Hangar Bays (30,000 tons capacity each).*
  [core!]
  Fabricator ($50M/hour production
  capacity).*
  * 100 workspaces per system.
  It has spin gravity (1G). Crew consists of 1,300 technicians,
  40 control room crew, and about 270 passenger attendants.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  9
  Class IV Spaceport
  700
  –
  14
  –
  1,000,000
  266,800
  +14
  18,000ASV
  15
  0
  $61.01B
  CLASS V ORBITAL
  SPACEPORT (TL10)
  A Class V orbital spaceport, this has berths for hundreds
  of spaceships, multiple landing and launch facilities, surface-
  to-orbit shuttles, and every amenity imaginable from crew
  union halls to high-tech training facilities. It can service,
  repair, and construct ships up to 100,000 tons (SM +12) inter-
  nally; anything bigger than 100,000 tons docks outside using
  the external clamps.
  This station consists of an 800-yard long spire with a habi-
  tat ring around its middle. This spins to provide gravity while
  the spire remains stationary to allow ships to dock at its front
  and rear; a rotating transit system provides access between the
  two. Farms in the partial-G upper decks of the habitat ring
  make the spaceport self-sufficient, while the 1G region is
  reconfigured as people and projects come and go.
  The factory’s pace assumes all required parts are available
  and its output is devoted entirely to a single job. This is rarely
  the case as much of the time and expense constructing a
  spaceship comes from acquiring and delivering the parts for
  assembly. Even then, a Class V spaceport has several jobs at
  once. Smaller construction tasks are outsourced to Class IV
  spaceports if practical, reserving the station’s capacity for
  jobs that need it.
  Front Hull
  System
  [1]
  Stone Armor (dDR 20).
  [2-3]
  External Clamps.
  [4-6]
  Hangar Bays (100,000 tons capacity each).*
  [core]
  Control Room (C11 computer, comm/sensor
  14, and 60 control stations).*
  Central Hull
  System
  [1]
  Stone Armor (dDR 20).
  [2]
  Solar Panel Array (one Power Point).
  [3]
  Habitat (5,500 luxury cabins, 3,000
  establishments, 2,000 offices, and 
  1,000-bed hospital sickbay).*
  [4]
  Open Space (10 acres of farms).*
  [5]
  Habitat (10,000 luxury cabins).*
  [6]
  Cargo Hold (150,000 tons).
  Rear Hull
  System
  [1]
  Stone Armor (dDR 20).
  [2-3]
  External Clamps.
  [4-6]
  Hangar Bays (100,000 tons capacity each).*
  [core!]
  Fabricator ($150M/hour production
  capacity).*
  * 300 workspaces per system.
  It has spin gravity (maximum 1.5G). It is operated by 3,300
  technicians (who double as cargo handlers and factory work-
  ers when needed), 60 control room crew (mostly traffic con-
  trol), and 900 passenger attendants.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  10
  Class V Spaceport
  1,000
  –
  14
  –
  3,000,000
  753,100
  +15
  31,000ASV
  20
  0
  $180.32B
  MANCHESTER-CLASS
  INDUSTRIAL STAR
  CITY (TL10^)
  This is an itinerant city-ship traveling the universe seeking
  work. Built with a 3,000,000 ton (SM +15) unstreamlined hull,
  this immense vessel is 1,500 feet across. The star city has the
  resources to perform a wide variety of tasks, including major
  mining, industrial, and scientific projects. Although it has only
  0.1G thrust, its powerful contragravity lifters land or take off
  from high-G worlds, or even hover inside the atmosphere of a
  gas giant to perform helium-3 gas-mining operations (p. 21).
  Front Hull
  System
  [1]
  Steel Armor (dDR 70).
  [2]
  Habitat (10,000 luxury cabins).*
  [3-4!]
  Fabricators ($150M/hour production capacity
  each).*
  
  SPACECRAFT
  11
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Manchester-class
  1,000
  -4/5
  14
  0.1G/c
  3,000,000 335,500
  +15
  20,000ASV
  70
  1¥
  $445.769B
  Front Hull
  System
  [5]
  Habitat (300 mixed establishments, 1,500
  offices, 15 major labs, 300 school rooms, 
  300-bed hospital sickbay, 83,500 tons
  cargo).*
  [6]
  Open Space (10 acres of farms).*
  [core]
  Control Room (C11 computer, comm/sensor
  14, and only 40 control stations).*
  Central Hull
  System
  [1]
  Steel Armor (dDR 70).
  [2]
  Solar Panel Array (one Power Point).
  [3]
  Fusion Reactor (two Power Points).*
  [4!]
  Stardrive Engine (FTL-1).*
  [5!]
  Tertiary Battery (30 turrets with 3 GJ rapid
  fire UV lasers).*
  [6!]
  Contragravity Lifter.*
  Central Hull
  System
  [core!]
  Rotary Reactionless Engine (0.1G
  acceleration).*
  Rear Hull
  System
  [1]
  Steel Armor (dDR 70).
  [2]
  Hangar Bay (100,000 tons capacity).*
  [3]
  Cargo Hold (150,000 tons).
  [4!]
  Mining (15,000 tons/hour).*
  [5!]
  Chemical Refinery (50,000 tons/hour).*
  [6]
  Fuel Tank (150,000 tons capacity, for refined
  volatiles).
  * 300 workspaces per system.
  It has artificial gravity. Crew consists of 40 control, 1,500
  administrators, 30 medics, 3,000 scientists, and 4,200 
  technicians.
  LEVIATHAN-CLASS
  SUPER CONSTRUCTOR
  SHIP (TL12^)
  This huge starship is intended to assist in megascale space-
  engineering projects such as building giant stargates or Dyson
  spheres. Its powerful spinal mount conversion beam, though
  effective as a weapon, is a cutting tool to carve up asteroids,
  planets, etc. into building materials. Its many tractor beams
  manipulate large objects while its cavernous hangar bays house
  a swarm of smaller work craft and support vessels. Although not
  a dedicated warship, behemoths like the Leviathan bulldoze
  away any lower-TL civilization that gets in the way of progress!
  Front Hull
  System
  [1]
  Advanced Metallic Laminate Armor 
  (dDR 200).
  [2-3]
  Hangar Bays (100,000 tons capacity each).*
  [4]
  Cargo Hold (150,000 tons).
  [5!]
  Spinal Battery (3 TJ conversion beam).*
  [6!]
  Light Force Screen (dDR 1,500).*
  [core]
  Control Room (C13 computer, comm/sensor
  16, and 60 control stations).*
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor 
  (dDR 200).
  [2!]
  Mining (15,000 tons/hour).*
  Central Hull
  System
  [3!]
  Nanofactory ($3B/hour production
  capacity).*
  [4]
  Habitat (150 luxury cabins and 9,000 cabins
  with full life support, 100-bed automed
  hospital sickbay, five major labs, 50
  establishments, large ops center, and 
  100 teleport projectors).*
  [5-6!]
  Secondary Batteries (each: 10 turrets with
  100 GJ tractor beams).*
  [core!]
  Spinal Battery (central system).*
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR
  200).
  [2]
  Fuel Tank (150,000 tons hydrogen with
  10,000 mps delta-V).
  [3!]
  Stardrive Engine (FTL-1).*
  [4]
  Super Conversion Torch Drive (50G
  acceleration).*
  [5]
  Total Conversion Reactor (five Power
  Points).*
  [6!]
  Spinal Battery (rear system).
  * 300 workspaces per system.
  It has artificial gravity and gravitic compensators. Crew
  consists of 60 control, 100 administrators, 20 medics, 1,000 sci-
  entists, and 4,500 technicians.
  TL
  Spacecraft
  dST/HP Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL12 (HIGH-PERFORMANCE SPACECRAFT)
  12^
  Leviathan-class
  1,000
  -2/5
  14 50G/10,000 mps 3,000,000 351,830 +15
  18,300ASV 200*
  1¥
  $1,150.11B
  * Add dDR 1,500 if force screen is powered up.
  Top air speed is 1,800 mph.
  
  SPACECRAFT
  12
  The orbital space around Earth or other high-tech civilized
  planets may be crowded with satellites and stations. The first
  space industrial craft may be designed to service (repair and
  refuel) satellites and, perhaps just as important, take care of
  the waste they produce.
  Most civilizations produce garbage, and spacefarers are no
  exception. Space junk can include dead satellites and aban-
  doned stations whose orbits have not yet decayed; fragments
  from destroyed vehicles (especially those that blew up); objects
  accidentally let go of by people working in space; and whole
  upper stages of old booster rockets. Space may be infinite, but
  the volume defined as “planetary orbit” fills up with enough
  debris to make major collisions with valuable satellites, ships,
  or stations inevitable (especially in the aftermath of a battle or
  major accident). Since objects in low or medium orbits circle
  the planet at thousands of miles per hour, impacts can be cat-
  astrophic! The situation worsens through a “cascade effect” in
  which those collisions produce even more debris.
  A functioning spacefaring civilization needs both to reduce
  the space-junk problem by regularly servicing and replacing
  satellites in orbit before they break down, and to mitigate it by
  cleaning up whatever debris is produced. Such operations are
  crucial when huge, populated facilities like giant manned space
  stations or space elevators (see GURPS Ultra-Tech, p. 224) are
  in use. Under these conditions, space salvage and debris removal
  is a lucrative business venture, paid for by governments or cor-
  porations who own the assets at risk. The most reliable source of
  income is recovering defunct or malfunctioning satellites at the
  request of their owners: for repair or refueling, or to avoid liabil-
  ity for the debris. Smaller operators engage in contracted oper-
  ations including removing specific catalogued debris, and
  freelance salvage – hunting for large objects of uncertain origin,
  picking them up, and determining whether they have scrap
  value or can be sold to collectors or historical researchers.
  GMs may consult Transhuman Space: High Frontier for
  adventure ideas and extra rules for space-salvage operators
  (dubbed “vacuum cleaners” in that setting).
  KOBOLD WORK BUG (TL9)
  Using a 30-ton (SM +5) unstreamlined hull, this rugged and
  versatile single-seat machine resembles the upper half of a
  giant robot. A sort of space pickup truck, it is intended for
  local-space construction, salvage, and debris removal jobs in
  and around space stations. With its rocket propulsion system,
  laser drill, and a pair of robotic arms, it performs many main-
  tenance tasks. A vessel this size is carried as an auxiliary craft
  by an asteroid-mining or large salvage ship.
  Front Hull
  System
  [1-2]
  Light Alloy Armor (total dDR 4).
  [3-4]
  Robot Arms (ST 200 each).
  [5!]
  Major Battery (turret with 1 MJ rapid fire
  laser).
  [6]
  Cargo Hold (1.5 tons).
  Front Hull
  System
  [core]
  Control Room (C4 computer, comm/sensor 3,
  and one control station).
  Central Hull
  System
  [1]
  Light Alloy Armor (dDR 2).
  [2]
  Passenger Seats (two seats).
  [3-4]
  Cargo Holds (1.5 tons each).
  [5-6]
  Fuel Tanks (1.5 tons water with 0.15 mps
  delta-V each).
  Rear Hull
  System
  [1-2]
  Light Alloy Armor (total dDR 4).
  [3]
  Nuclear Thermal Rocket (with water, 1.5G
  acceleration).
  [4-6]
  Fuel Tanks (1.5 tons water with 0.15 mps
  delta-V each).
  [core]
  MHD Turbine (two Power Points).
  It is operated by a single pilot.
  There are several techniques for cleaning up space junk.
  Capture involves spacecraft with clamps or robot arms
  or, for small bits of debris, crewmen operating in vacc
  suits. The object is taken into a hangar or attached in an
  external clamp and towed away. In game terms, use Elec-
  tronics Operation (Sensors) skill for the initial assessment,
  Piloting and a DX roll or two for use of robot arms, and
  Vacc Suit and Free Fall for hand-recovery work. Failure
  knocks the object into another orbit, breaks it up, etc.
  Destruction of dangerous debris requires vaporizing,
  and as such is mostly limited to small objects.
  De-orbiting techniques deal with relatively large objects
  of low value. The principle is to change their orbit so they
  encounter significant upper-atmosphere air resistance,
  which slows them and lowers their orbit yet more, until
  they fall into the atmosphere and burn up (or crash in an
  uninhabited area). The simplest method is to target it with
  a laser from a particular direction, causing parts of the sur-
  face to vaporize. This produces an action and reaction, and
  hence effectively thrust. Alternatively, a rocket motor
  attached to an object slows it down. The most efficient ver-
  sion of this involves flying a manned or unmanned ship to
  clamp onto the object, setting it for re-entry, then detach-
  ing and boosting away. Plotting a de-orbiting operation
  requires effort in itself; in game terms, Navigation skill is
  required. Gunner (Beams) is appropriate if using a laser,
  while Piloting controls a rocket in person or remotely.
  Dealing with Space Junk
  SERVICE AND SALVAGE
  
  SPACECRAFT
  13
  PLANETOID-CLASS ORBITAL
  SALVAGE SHIP (TL9)
  This locates, tracks, and salvages space junk. It is lightly
  armored to withstand accidental impacts and operate in
  debris-infested areas, and its powerful nuclear rocket engines
  provide decent acceleration and plenty of towing capacity. It’s
  equipped with a pair of robot arms for salvage and a laser for
  destroying or deflecting debris, plus a hangar bay for storage
  of captured objects. The Planetoid is built with a 300-ton (SM
  +7) unstreamlined hull 100 feet long.
  Front Hull
  System
  [1-2]
  Light Alloy Armor (total dDR 10).
  [3-4]
  Robot Arms (ST 500 each).
  [5-6]
  Hangar Bays (10 tons capacity each).
  [core]
  Control Room (C5 computer, comm/sensor 5,
  and three control stations).
  Central Hull
  System
  [1]
  Light Alloy Armor (dDR 5).
  [2!]
  Medium Battery (turret with 30 MJ laser and
  10 tons cargo).
  [3-5]
  Fuel Tanks (15 tons hydrogen with 0.45 mps
  delta-V each).
  [6]
  Engine Room (one workspace).
  [core]
  Habitat (bunkroom, one-bed automed
  sickbay).
  Rear Hull
  System
  [1]
  Light Alloy Armor (dDR 5).
  [2]
  Fuel Cell (one Power Point).
  [3-4]
  Fuel Tanks (15 tons hydrogen with 0.45 mps
  delta-V each).
  [5-6]
  Nuclear Thermal Rockets (0.5G acceleration
  each).
  Crew consists of a captain/pilot, sensor/comm operator,
  gunner, and engineering officer/technician. All are trained for
  salvage operations.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9
  Planetoid-class
  50
  -1/5
  13
  1G/2.25 mps
  300
  30.4
  +7
  4ASV
  10/5/5
  –
  $11.91M
  SAMARITAN-CLASS RESCUE-
  AND-SALVAGE SHIP (TL11^)
  The Samaritan travels from system to system performing
  high-priority salvage, junk clean-up, and emergency rescue mis-
  sions, especially in regions too small for their own dedicated
  teams. It has a 3,000-ton (SM +9) unstreamlined hull 200 feet
  long. Tractor beams safely grab wreckage, making robot arms
  unnecessary, although it has an external clamp for towing.
  The oversized sickbay and extra bunk space (in excess of crew
  requirements) and hibernation capsules are for rescue opera-
  tions. Its enhanced sensors rapidly locate, track, and classify
  debris and/or lost vessels.
  Front Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 20).
  [2-5]
  Hangar Bays (100 tons capacity each).
  [6!]
  Major Battery (turret with 1 GJ tractor
  beam).
  [core]
  Control Room (C9 computer, comm/sensor 9,
  and six control stations).
  Central Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 20).
  [2!]
  Medium Battery (two turrets with 300 MJ
  tractor beams, one turret with 30 MJ 
  rapid fire improved ultraviolet laser).
  [3]
  Enhanced Array (comm/sensor 11).
  [4!]
  Light Force Screen (dDR 100).
  [5]
  External Clamp.
  [6]
  Cargo Hold (150 tons).
  [core]
  Habitat (five cabins, three bunkrooms, 
  nine-bed sickbay, minifac robofac, and
  eight hibernation chambers).
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9
  Kobold
  20
  0/4
  12
  1.5G/0.75 mps
  30
  4.8
  +5
  1+2SV
  4/2/4
  –
  $1.095M
  To get profit without
  risk, experience without
  danger, and reward
  without work is as
  impossible as it is to live
  without being born.
  – A.P. Gouthey
  
  These vessels are the backbone of space industry: rugged,
  hard-working craft equipped with external clamps, robot arms,
  or tractor beams. Tugs move objects that don’t have space
  drives such as satellites, space stations, wrecks, asteroids,
  cargo canisters, or chunks of ore. They may provide an initial
  boost to spacecraft with low acceleration drives (e.g., 0.001G)
  such as ships using ion engines, magnetic sails, or solar sails
  for propulsion, or whose drive radiation is considered too dan-
  gerous for crowded orbital space. They assist such vessels in
  quickly docking with space stations and maneuvering through
  crowded space lanes.
  Tugs come in various sizes ranging from small, local-space
  vessels that reposition satellites or push ion-drive craft in or
  out of parking orbit, to heavy-duty deep-space craft intended
  for long-duration missions like moving a planetoid from the
  Asteroid Belt to Earth orbit. Since tugs operate in a zero-G
  environment, even a small one with a low-powered engine can
  (slowly) accelerate a massive object, but the more powerful the
  tug the faster it can do the work. Although called “tugs” out of
  tradition, vessels clamp onto or push their payloads rather
  than pulling them (though some maneuvers involve tethered
  cables). See the External Clamp description (GURPS
  Spaceships, p. 15) to calculate the performance of a tug when
  it is pushing or otherwise attached to another vessel.
  PANAMA-CLASS ORBITAL
  TRANSPORT VEHICLE (TL8)
  This small manned space truck is designed to push satellites
  and small stations (such as the work shack on p. 7) into differ-
  ent orbits. It has a 100-ton (SM +6) unstreamlined hull, and
  uses a simple low-tech chemical rocket engine for propulsion.
  It transports a half-dozen passengers and several tons of cargo,
  and is a general utility vehicle and intra-orbital taxi.
  Front Hull
  System
  [1]
  Steel Armor (dDR 2).
  [2]
  External Clamp.
  [3]
  Cargo Hold (five tons).
  [4]
  Passenger Seats (six passengers).
  [5-6]
  Fuel Tanks (five tons rocket fuel with 0.21
  mps delta-V each).
  [core]
  Control Room (C3 computer, comm/sensor 3,
  and two control stations).
  Central Hull
  System
  [1]
  Steel Armor (dDR 2).
  [2-6]
  Fuel Tanks (five tons rocket fuel with 0.21
  mps delta-V each).
  [core]
  Engine Room (one workspace).
  Rear Hull
  System
  [1]
  Steel Armor (dDR 2).
  [2-5]
  Fuel Tanks (five tons rocket fuel with 0.21
  mps delta-V each).
  [6]
  Chemical Rocket Engine (3G acceleration).
  Crew consists of a pilot and navigator.
  SPACECRAFT
  14
  Rear Hull
  System
  [1]
  Advanced Metallic Laminate Armor (dDR 20).
  [2-3!]
  Super Reactionless Engines (50G acceleration
  each).
  [4!]
  Stardrive Engine (FTL-1).
  [5]
  Engine Room (two workspaces).
  [6]
  Super Fusion Reactor (four Power Points).
  It has artificial gravity 
  and grav compensators. Crew
  consists of a captain/pilot, a 
  sensor/comm operator, an engi-
  neering officer, four gunners,
  two medics, two technicians,
  and two salvage specialists.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL8 (HIGH-PERFORMANCE SPACECRAFT)
  8
  Panama-class
  30
  -1/3
  13
  3G/2.31 mps
  100
  5.8
  +6
  2+6SV
  2
  –
  $860K
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Samaritan-class 100
  +1/5
  13
  100G/c
  3,000
  553
  +9
  22ASV†
  20*
  1¥
  $292.5M
  * Add dDR 100 if force screen is powered up.
  † Plus eight in suspended animation.
  Top air speed is 2,500 mph.
  SPACE TUGS
  
  SPACECRAFT
  15
  QUARTERHORSE-CLASS
  DEEP SPACE TUG (TL9)
  This workhorse fusion drive spaceship uses a 3,000-ton
  (SM +9) unstreamlined hull and moves large objects such as
  small asteroids or chunks of ore. It was given a relatively high
  thrust for a fusion rocket-propelled craft to maintain a rea-
  sonable acceleration while hauling objects more massive
  than itself.
  Front Hull
  System
  [1]
  Steel Armor (dDR 7).
  [2]
  Hangar Bay (100 tons capacity).
  [3-6]
  Cargo Hold (150 tons each).
  [core]
  Control Room (C6 computer, comm/sensor 7,
  and only four control stations).
  Central Hull
  System
  [1]
  Steel Armor (dDR 7).
  [2]
  External Clamp.
  [3-5]
  Fuel Tanks (150 tons hydrogen with 6 mps
  delta-V each).
  [6]
  Engine Room (two workspaces).
  [core]
  Habitat (10 cabins, two-bed sickbay, 12
  hibernation chambers, and 25 tons cargo).
  Rear Hull
  System
  [1]
  Steel Armor (dDR 7).
  [2-3]
  Fuel Tanks (150 tons hydrogen with 6 mps
  delta-V each).
  [4-6]
  High Thrust Fusion Rockets (0.01G
  acceleration each).
  It has spin gravity (0.15G). Crew consists of four control
  (one of whom is also a small-craft pilot), and six technicians.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (LOW-PERFORMANCE SPACECRAFT)
  9
  Quarterhorse-class
  100
  -3/5
  13
  0.03G/30 mps
  3,000
  728.2
  +9
  20ASV*
  7
  –
  $107.6M
  * Plus 12 in suspended animation.
  KINSHASA-CLASS HEAVY
  INTERSTELLAR TOWING
  VEHICLE (TL10^)
  This tug is a limited superscience design using a 100,000-
  ton (SM +12) unstreamlined hull. It’s designed to carry massive
  loads in its magnetic clamps including entire asteroids and
  large spacecraft, and if possible to move them over interstellar
  distances. Despite its size, it operates with a small crew. It has
  a large internal cargo hold as well.
  Front Hull
  System
  [1]
  Steel Armor (dDR 20).
  [2]
  Hangar Bay (3,000 tons capacity).*
  [3]
  Habitat (20 cabins with total life support,
  four-bed automed sickbay, minifac
  fabricator, 20 hibernation chambers, and
  2,750 tons cargo).*
  [4-6]
  Cargo Holds (5,000 tons each).
  Central Hull
  System
  [1]
  Steel Armor (dDR 20).
  [2]
  External Clamp.
  [3-6]
  Fuel Tanks (5,000 tons hydrogen with 15 mps
  delta-V each).
  [core]
  Control Room (C10 computer network,
  comm/sensor 11, and only five control 
  stations).*
  Rear Hull
  System
  [1]
  Steel Armor (dDR 20).
  [2]
  External Clamp.
  [3-4!]
  Stardrive Engines (FTL-1 each).*
  [5-6]
  Fusion Torch (0.5G acceleration each).*
  [core]
  Fusion Reactor (two Power Points).*
  * One workspace per system.
  It is highly automated and has spin gravity (0.5G). Crew
  consists of a captain, pilot, sensor/comm operator, engineering
  officer, and eight technicians.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Kinshasa-class
  300
  -2/5
  13
  1G/60 mps
  100,000 20,756
  +12
  40ASV*
  20
  2¥
  $7.60015B
  * Plus 20 in suspended animation.
  That’s the answer! A space tug hauling a tow to the Platform!
  – Joe Kenmore, Space Tug
  
  TERMAGANT-CLASS ADVANCED
  ORBITAL TUG (TL10^)
  This small but agile short-range tug relies on its standard
  reactionless engines for normal thrust while towing. However,
  its two reactionless auxiliary rotary engines can generate 0.2G
  thrust in any direction, and these are used to maneuver in tight
  confines. It does not use both systems at once.
  Front Hull
  System
  [1-2]
  Steel Armor (total dDR 4).
  [3]
  Control Room (C7 computer, comm/sensor 5,
  and two control stations).
  [4]
  External Clamp.
  [5-6]
  Cargo Hold (five tons each).
  Central Hull
  System
  [1-2]
  Steel Armor (total dDR 4).
  [3-4!]
  Rotary Reactionless Engines (0.1G
  acceleration each).
  [5]
  Robot Arm (ST 300).
  [6]
  Fuel Cell (one Power Point).
  [core]
  Fuel Tank (five tons rocket fuel; powers fuel
  cell for 96 extra hours).
  Rear Hull
  System
  [1-2]
  Steel Armor (total dDR 4).
  [3-4!]
  Standard Reactionless Engines (0.5G
  acceleration each).
  [5]
  Hangar Bay (three tons capacity).
  [6]
  Fuel Cell (one Power Point).
  [core]
  Fuel Tank (five tons rocket fuel; powers fuel
  cell for 96 extra hours).
  It is operated by a single pilot.
  SPACECRAFT
  16
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Termagant-class
  30
  0/4*
  12
  1G/c*
  100
  13.2
  +6
  2SV
  4
  –
  $1.8M
  * When using rotary reactionless engines, Hnd/SR is -1/4 and Move is 0.2G/c.
  Asteroids and comets are the rocky or frozen debris left over
  after a solar system forms. There are millions of them, ranging
  in size from small boulders to huge islands. In our solar system
  most rocky and metallic asteroids are found orbiting in the
  Asteroid Belt between the orbits of Mars and Jupiter, but a sig-
  nificant minority stray closer or farther from the sun. For
  example, the so-called near-Earth asteroids are several thou-
  sand bodies that cross our orbit, making them both a hazard
  and an easier-to-reach supply of resources. In the outer system,
  beyond Neptune's orbit, are populations of icy planetoids in
  the Kuiper Belt and the comets of the Oort Cloud, both offer-
  ing additional resources.
  In general, the asteroids contain vast amounts of excellent
  ore, including iron, nickel, platinum, and other metals. The icy
  bodies found in the colder outer reaches of a solar system lack
  metals, but are rich in carbon and frozen gasses (“volatiles”)
  such as water. These are refined for reaction mass, life support,
  and chemical industries, or to enable terraforming for Mars
  and other planets. As all of these planetoids have minimal
  escape velocities, removing resources is far easier than lifting
  them from the gravity of a planet or moon. Asteroid or comet
  mining provides the raw materials that support space and off-
  world planetary colonies, major orbiting spaceyards, and space
  stations and colonies.
  The location, types, and resources found in these bodies are
  detailed in GURPS Space (pp. 130-132). GMs seeking addi-
  tional material on mining and settlement in Earth’s solar sys-
  tem can consult Transhuman Space: Deep Beyond.
  NOMAD-CLASS
  CATAPULT SHIP (TL9)
  The sturdy Nomad-class is a 10,000 ton (SM +10) unstream-
  lined spacecraft for prospecting and mining missions to aster-
  oids in the inner system. Its solar-powered mass driver engine
  lets it “live off the land” by utilizing asteroid rock as reaction
  mass, reducing operating costs. A Nomad-class ship would
  depart from Earth orbit to rendezvous with a small near-Earth
  asteroid. Human crewmen follow on a faster nuclear or chem-
  ical rocket to minimize exposure to solar and cosmic radiation.
  Arriving at the destination, they establish a base camp using
  the asteroid’s material to build cosmic-ray shielding and begin
  mining operations. Nomad-class vessels perform on-site min-
  ing or clamp themselves onto an asteroid and slowly accelerate
  it back to a factory station in high orbit. Workers from an
  orbital manufacturing station then dismantle it. The entire
  process can take a few years.
  ASTEROID MINING
  
  SPACECRAFT
  17
  Front Hull
  System
  [1]
  Steel Armor (dDR 10).
  [2-3]
  Solar Panel Arrays (one Power Point each).
  [4]
  Habitat (10 cabins, two-bed sickbay, gym, lab,
  minifac fabricator, and 215 tons cargo).*
  [5-6]
  Fuel Tanks (500 tons rock dust with 0.42 mps
  delta-V each).
  [core]
  Control Room (C7 computer, comm/sensor 8,
  and only four control stations).*
  Central Hull
  System
  [1]
  Steel Armor (dDR 10).
  [2]
  External Clamp.
  [3!]
  Mining (50 tons/hour).*
  Central Hull
  System
  [4-6, core]
  Fuel Tanks (500 tons rock dust with 0.42 mps
  delta-V each).
  Rear Hull
  System
  [1]
  Steel Armor (dDR 10).
  [2-4]
  Fuel Tanks (500 tons rock dust with 0.42 mps
  delta-V each).
  [5-6!]
  Mass Driver Engines (0.01G acceleration
  each).*
  * One workspace per system.
  It has spin gravity (0.2G). Crew consists of a captain, pilot,
  engineering officer, sensor/communications officer, scientific
  specialist, and five technicians.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (LOW-PERFORMANCE SPACECRAFT)
  9
  Mosquito-class
  100
  -3/5
  13
  0.03G/28mps
  3,000
  37.4
  +9
  24ASV
  7
  –
  $88.6M
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (LOW-PERFORMANCE SPACECRAFT)
  9
  Nomad-class
  150
  -4/5
  13
  0.02G/3.78 mps 10,000
  217
  +10
  20ASV
  10
  –
  $236.2M
  MOSQUITO-CLASS
  VOLATILE MINER (TL9)
  Space stations find it cheaper to extract volatiles from aster-
  oids rather than a planet’s gravity field. The Mosquito is a late-
  TL9 design for just that. It uses a 3,000-ton (SM +9) hull 150
  feet long, propelled by a fusion rocket engine. The engine uses
  water for propulsion, so it easily refuels itself.
  Front Hull
  System
  [1]
  Steel Armor (dDR 7).
  [2]
  Habitat (12 cabins, minifac fabricator, and 35
  tons cargo).
  [3!]
  Mining (15 tons/hour).
  [4!]
  Chemical Refinery (50 tons/hour).
  [5-6]
  Fuel Tanks (150 tons water with 2.8 mps
  delta-V each).
  [core]
  Control Room (C6 computer, comm/sensor 7,
  and six control stations).
  Central Hull
  System
  [1]
  Steel Armor (dDR 7).
  [2-6]
  Fuel Tanks (150 tons water with 2.8 mps
  delta-V each).
  [core]
  Engine Room (two workspaces).
  Rear Hull
  System
  [1]
  Steel Armor (dDR 7).
  [2-4]
  Fuel Tanks (150 tons water with 2.8 mps
  delta-V each).
  [5]
  Fusion Reactor (two Power Points).
  [6]
  High Thrust Fusion Rocket Engine (with
  water, 0.03G acceleration).
  The spacecraft has spin gravity (0.15G) and exposed radia-
  tors. Crew consists of six control (captain, pilot, sensor opera-
  tor, engineer, mining systems operator, and refinery operator)
  and two technicians.
  One doesn’t discover new
  lands without consenting to
  lose sight of the shore for a very
  long time.
  – André Gide
  VREDEFORT-CLASS ASTEROID
  MINE STATION (TL9)
  This 100,000-ton (SM +12, unstreamlined hull) station is an
  example of a facility assembled on a medium-sized asteroid for
  a major mining operation. Composed of a series of solar power,
  mining, habitat, and storage modules and an attached electro-
  magnetic mass driver track, it is tethered to a small asteroid
  and covered by waste rock or slag for radiation shielding. A
  retractable landing pad leads into a spacious hangar bay that
  houses mining machines and visiting transport vessels.
  The particular mix of refinery and mining modules in this sta-
  tion suggests it’s used on a carbonaceous asteroid, producing both
  precious metals and volatiles. These are stored in bins or large
  tanks, with excess production kept outside the station proper in
  nets or external tank farms. Its output is picked up by cargo ships.
  
  SPACECRAFT
  18
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (LOW-PERFORMANCE SPACECRAFT)
  9
  Vredefort-class
  300
  -4/5*
  13
  0.01G/1.2 mps*
  100,000
  15,281
  +12
  60ASV
  14/14/7
  –
  $1.9541B
  * Fuel tanks can be used to store mined volatiles, in which case the asteroid has no Handling or Move.
  Alternatively, its mass driver system is an electromagnetic cat-
  apult that accelerates packages of ore or containers of volatiles
  back home (e.g., to Earth orbit), where they are intercepted by
  tugs and unloaded at an industrial space station.
  Front Hull
  System
  [1-2]
  Stone Armor (total dDR 14).
  [3!]
  Mining (500 tons/hour).*
  [4-5]
  Cargo Holds (5,000 tons each).
  [6]
  External Clamp.
  [core]
  Control Room. (C8 computer, comm/sensor
  10, only eight control stations).
  Central Hull
  System
  [1-2]
  Stone Armor (total dDR 14).
  [3!]
  Chemical Refinery (1,500 tons/hour).*
  [4-5]
  Fuel Tanks (5,000 tons reaction mass each).
  [6]
  Hangar Bay (3,000 tons capacity).*
  Central Hull
  System
  [core]
  Habitat (30 luxury cabins with full life
  support, one briefing room, three 
  establishments, two labs, four minifac
  fabricators, three offices, seven-bed 
  automed sickbay, and 2,275 tons cargo).*
  Rear Hull
  System
  [1]
  Stone Armor (dDR 7).
  [2-3]
  Solar Panel Arrays (one Power Point each).
  [4-5]
  Fuel Tanks (5,000 tons reaction mass each).
  [6!]
  Mass Driver (0.01G acceleration).*
  * 10 workspaces per system.
  The facility has spin gravity (0.5G). Crew consists of a sta-
  tion master, chief engineer, communicators and sensor opera-
  tors, three administrators, six scientists, two mining and
  refinery supervisors, and 50 technicians.
  WILDCAT-CLASS ASTEROID
  PROSPECTOR (TL10)
  This is for solo prospectors performing mining surveys of
  the outer system. The Wildcat’s fusion engine is optimized for
  continuous acceleration for a lengthy period, allowing fairly
  fast prospecting voyages to the Main Asteroid Belt, Trojan
  asteroids, or Kuiper Belt. Built on a tiny 100-ton (SM +6)
  unstreamlined hull, a cramped vessel like this is ideal for a
  small commercial science team or the stereotypical rock-rat
  who loves the splendid isolation of deep space. It has no
  onboard mining capability: It’s strictly a prospecting ship,
  although its cargo hold is filled with portable geological survey
  tools, mining robots, and similar gear.
  Front Hull
  System
  [1]
  Light Alloy Armor (dDR 3).
  [2]
  Science Array (comm/sensor 7).
  [3]
  Robot Arm (ST 300).
  Front Hull
  System
  [4-6]
  Cargo Holds (five tons each).
  [core]
  Control Room (C7 computer, comm/sensor 5,
  and two control stations).
  Central Hull
  System
  [1]
  Light Alloy Armor (dDR 3).
  [2]
  Habitat (one-bed automed sickbay).
  [3]
  Habitat (with robofac minifac).
  [4-5]
  Fuel Tank (5 tons hydrogen with 60 mps
  delta-V each).
  [6]
  Engine room (one workspace).
  [core]
  Habitat (one cabin).
  Rear Hull
  System
  [1]
  Light Alloy Armor (dDR 3).
  [2-4]
  Fuel Tank (5 tons hydrogen with 60 mps
  delta-V each).
  [5-6]
  Fusion Rocket (0.005G acceleration each).
  Crew consists of one or two prospectors who perform all
  onboard tasks.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (LOW-PERFORMANCE SPACECRAFT)
  10
  Wildcat-class
  30
  -2/4
  13
  0.01G/300 mps
  100
  15
  +6
  2ASV
  3
  –
  $5.93M
  KLONDIKE-CLASS
  MINING STARSHIP (TL10^)
  This 1,000 ton (SM +8) unstreamlined starship goes on
  long-range interstellar asteroid prospecting missions in unin-
  habited frontier systems. It carries a small crew in austere con-
  ditions, but has plenty of onboard equipment to look after
  itself when away from home. Its hangar bay carries a shuttle or
  small work pods like the Kobold (pp. 12-13).
  Front Hull
  System
  [1]
  Light Alloy Armor (dDR 7).
  [2]
  Habitat (one cabin, bunkroom, one-bed
  automed sickbay, lab, minifac fabricator).
  [3]
  Hangar Bay (30 tons capacity).
  
  SPACECRAFT
  19
  Front Hull
  System
  [4]
  Science Array (comm/sensor 9).
  [5!]
  Chemical Refinery (15 tons/hour).
  [6!]
  Mining (five tons/hour).
  [core]
  Control Room (C8 computer, comm/sensor 7,
  and four control stations).
  Central Hull
  System
  [1]
  Light Alloy Armor (dDR 7).
  [2-3]
  Fuel Tank (50 tons hydrogen with 15 mps
  delta-V each).
  [4]
  External Clamp.
  [5]
  Hangar Bay (30 tons capacity).
  [6]
  Cargo Hold (50 tons).
  Rear Hull
  System
  [1]
  Light Alloy (dDR 7).
  [2]
  Engine room (one workspace).
  [3]
  Fuel Tank (50 tons hydrogen with 15 mps
  delta-V).
  [4-5!]
  Stardrive Engines (FTL-1 each).
  [6]
  Fusion Torch (0.5G acceleration).
  [core]
  Fusion Reactor (two Power Points).
  It has spin gravity (0.1G). Crew consists of a captain-pilot,
  engineering officer, navigator, mining engineer, refinery engi-
  neer, and technician.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10^ (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Klondike-class
  70
  -2/5
  13
  0.5G/45 mps
  1,000
  110.6
  +8
  6ASV
  7
  2¥
  $69.7M
  PLUTO-CLASS
  ICE SHIP (TL10)
  The outer solar system contains countless icy planetoids in
  the Kuiper Belt and Oort Cloud. These are a source of water for
  terraforming and colonization.
  The ice ship consists of a 2.7 million ton icy asteroid or comet
  core with an attached fusion engine and control system (so
  about three million tons in all, SM +15). A fraction of the aster-
  oid is converted to water-reaction mass to fuel the fusion engine;
  the remaining 2.5 million tons is delivered to the customer.
  A ship of this sort takes 10 years from the Kuiper Belt (some
  31 AU out from the sun) to rendezvous with a destination in
  need of volatiles. Engineering vessels then dismantle the
  expensive fusion rocket and control systems while a swarm of
  mining craft take apart the asteroid. Alternatively, the vessel
  could be directed on a collision course with a planet in need of
  volatiles for terraforming (e.g., Mars).
  Front Hull
  System
  [1-6]
  Ice Armor (total dDR 90).
  [core]
  Control Room (C11 computer, comm/sensor
  14, and no control stations).
  Central Hull
  System
  [1-6]
  Ice Armor (total dDR 90).
  [core]
  Fuel Tank (150,000 tons water with 20 mps
  delta-V).
  Rear Hull
  System
  [1-5]
  Ice Armor (total dDR 75).
  [6]
  Fusion Rocket Engine (with water, 0.015G
  acceleration).
  It has total automation.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (LOW-PERFORMANCE SPACECRAFT)
  10
  Pluto-class
  1,000
  -5/5
  13
  0.015G/20 mps
  3,000,000
  0
  +15
  0
  90/90/75
  –
  $39.997B
  ROCK SNAKE MOBILE
  INDUSTRIAL COLONY (TL10)
  This huge mining vessel hunts asteroids: to mine them 
  for minerals valuable back on Earth (primarily metals like 
  platinum), and to support the development of space infrastruc-
  ture. It uses a mix of fusion and solar power; if it operates far
  from the sun it has to husband its energy to run everything at
  once. There is twice as much farm capacity as needed to feed
  everyone on board, both as a backup and to run agricultural
  experiments or grow luxury goods for domestic use or resale.
  Front Hull
  System
  [1]
  Stone Armor (dDR 15).
  [2-3]
  Habitats (each has 1,000 bunkrooms, 
  2,500 cabins, 500 luxury cabins, 100 bed 
  hospital sickbay, three major labs, large
  ops center, 100 establishments, and 2,500 
  tons cargo).*
  [4]
  Cargo Hold (50,000 tons).
  [5]
  Hangar Bay (30,000 tons capacity).*
  [6!]
  Mining (5,000 tons/hour).*
  
  SPACECRAFT
  20
  Central Hull
  System
  [1]
  Stone Armor (dDR 15).
  [2]
  Science Array (comm/sensor 15).*
  [3]
  Solar Panel Array (one Power Point).
  [4]
  Control Room (C11 computer, comm/sensor
  13, 40 control stations).*
  [5-6]
  Open Spaces (5 acres of farms each).*
  [core!]
  Fabricator ($50M/hour production
  capacity).*
  Rear Hull
  System
  [1]
  Stone Armor (dDR 15).
  [2]
  Cargo Hold (50,000 tons).
  [3!]
  Chemical Refinery (15,000 tons/hour).*
  Rear Hull
  System
  [4-5]
  Fuel Tanks (50,000 tons hydrogen with 60
  mps delta-V each).
  [6]
  Fusion Rocket (0.005G acceleration).*
  [core]
  Fusion Reactor (two Power Points).*
  * 100 workspaces per system.
  It has spin gravity (1G). While all of a Rock Snake‘s inhabi-
  tants are technically crew, the primary space crew consists of
  40 control-room personnel, 100 administrators, 1,200 techni-
  cians, 800 medics, and 200 attendants (security, teachers,
  chefs, and other service occupations).
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (LOW-PERFORMANCE SPACECRAFT)
  10
  Rock Snake
  700
  -6/5
  14 0.005G/120 mps 1,000,000 137,000
  +14
  20,000ASV
  15
  –
  $94.42B
  NUGGET-CLASS
  INTERSTELLAR
  PROSPECTOR (TL11^)
  A converted scout or star tug, this is a compact, 300-ton
  (SM +7), unstreamlined starship for a small crew or solo
  prospector. It scours frontier systems, using its science array
  to search for rich sources of valuable ore. Its tractor beam
  snags ore samples or tows meteoroids too large to fit into the
  cargo bay. A force screen protects it when working in danger-
  ous areas (such as cinematically dense asteroid belts). It has
  a small laser for cutting rock samples, which is also useful for
  self-defense against debris impacts and claim jumpers. The
  Nugget has some mining equipment, but if it makes a big find
  the crew sells the claim to a larger corporation rather than
  exploiting it themselves.
  Front Hull
  System
  [1]
  Metallic Laminate Armor (dDR 7).
  [2]
  Habitat (two cabins).
  [3]
  Habitat (one-bed automed sickbay, minifac
  fabricator).
  [4]
  Science Array (comm/sensor 9).
  Front Hull
  System
  [5!]
  Secondary Battery (one turret with 10 MJ
  tractor beam, one turret with 10 MJ 
  improved laser, and 12 tons cargo).
  [6!]
  Mining (1.5 tons/hour).
  [core]
  Control Room (C8 computer, comm/sensor 7,
  and three control stations).
  Central Hull
  System
  [1]
  Metallic Laminate Armor (dDR 7).
  [2]
  External Clamp.
  [3!]
  Light Force Screen (dDR 50).
  [4-6]
  Cargo Holds (15 tons each).
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 7).
  [2-3]
  Cargo Holds (15 tons each).
  [4]
  Engine room (one workspace).
  [5!]
  Stardrive Engine (FTL-1).
  [6!]
  Super Reactionless Engine (50G
  acceleration).
  [core]
  Fusion Reactor (two Power Points).
  It has artificial gravity and gravitic compensators. 
  Crew consists of a captain, pilot, engineering officer, 
  sensor/communications officer, scientific specialist, and five
  technicians.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Nugget-class
  50
  0/5
  13
  50G/c
  300
  87.4
  +7
  4ASV
  7*
  –
  $20.03M
  * Add dDR 50 if force screen is powered up.
  Top air speed is 1,800 mph.
  Look at this fat, juicy magnetic profile. And it’s mine, mine, mine.
  – Russ Jorden, Aliens
  
  SPACECRAFT
  21
  One of the most important power sources for an ultra-tech
  society is nuclear fusion. Advanced fusion reactors are
  designed to use a variety of fuel cycles, but one of the most effi-
  cient is the combination of deuterium and helium-3.
  Deuterium is easily refined from seawater, but helium-3 is
  relatively rare on Earth and other terrestrial planets. It is
  refined from the soil of worlds that, due to lack of atmos-
  phere and magnetic fields, are directly exposed to the solar
  wind, such as the moon. However, this process requires min-
  ing and refining about 100 million tons of soil for every ton
  of helium-3. Although its estimated value is $7 million per
  pound, such operations struggle to turn a profit.
  Fortunately, there’s one other source for helium-3: It exists in
  vast quantities in the atmospheres of gas giants like Jupiter and
  Saturn. In a mid-size body like Saturn, for example, only about
  130,000 tons of atmosphere need be scooped out and
  refined to produce a ton of helium-3.
  There are some obstacles to gas-giant mining. First, at
  least in our solar system, they’re located in the outer
  region well beyond the Asteroid Belt, which increases
  transportation times. Second, gas giants have a high
  escape velocity, so a reaction-drive spacecraft needs a lot
  of delta-V to lift its payload out of the atmosphere.
  Although Jupiter is our nearest gas giant, it’s also the
  largest in our solar system and has the highest escape
  velocity. Operations are impractical without superscience
  technology, restricting mining activities to Saturn and
  other, smaller gas giants in the outer system. Third, conditions
  around them are hazardous, with belts of intense radiation and
  powerful storms in the atmosphere. A refinery operating inside
  the atmosphere is protected from radiation, but needs to be
  mobile or rugged enough to withstand turbulent weather con-
  ditions. Unless superscience technology is used, these require-
  ments are too much for any single vessel. Instead, a family of
  craft is needed, such as the Tempest and Storm Bird designs.
  TEMPEST-CLASS GAS-
  MINING CRUISER (TL9)
  This streamlined 300-ton (SM +7) vessel is actually an air-
  craft rather than a spacecraft. Transported by cargo ship to a
  Saturn-type gas giant, it is released into the atmosphere to
  function as a mobile gas-mining system.
  The aircraft is propelled by nuclear thermal engines oper-
  ating in ramjet mode, which use the atmosphere as reaction
  mass. It remains aloft for years at a time. The cruiser has pro-
  visions for the crew that performs onboard maintenance,
  usually working in nine-month shifts, but some operations
  use robots.
  Mining operations take place just below the lower cloud
  layer where the pressure is about 10 atmospheres. The refin-
  ery’s reactor-powered pumps suck in atmospheric gas, which is
  cooled and liquefied by refrigeration units. The hydrogen is
  then separated from the helium and used as part of the cooling
  mechanism, after which it is dumped. Next, the rare helium-3
  is separated from the more abundant and heavier helium-4, a
  process possible because the lighter isotope behaves differently
  at cryogenic temperatures. The helium-3 is stored for retrieval
  and the helium-4 dumped overboard. About 130,000 tons of
  raw atmosphere yields one ton of helium-3. As the Tempest’s
  refineries process 20 tons an hour, this takes about 270 days.
  The Storm Bird-class shuttle (p. 22) rendezvouses with the
  cruiser every nine months to retrieve the helium-3, but it can
  store up to 11 years' worth (15 tons) of helium-3.
  Front Hull
  System
  [1]
  Metallic Laminate Armor (dDR 5).
  [2-3]
  Fuel Tank (15 tons each; used for raw
  atmosphere).
  [4-6, core!]
  Chemical Refineries (five tons/hour each).
  Central Hull
  System
  [1]
  Metallic Laminate Armor (dDR 5).
  [2]
  Habitat (one cabin and one bunkroom).
  [3]
  Engine Room (one workspace).
  [4]
  Habitat (one-bed automed sickbay and five
  tons cargo).
  [5]
  Control Room (C5 computer, comm/sensor 5,
  and three control stations).
  [6]
  Fuel Tank (15 tons; used for processed
  helium-3).
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 5).
  [2-3]
  Nuclear Thermal Rockets (ram-rockets; 0.5G
  acceleration each).
  [4-6, core]
  Fission Reactors (one Power Point each).
  It is winged. Crew consists of a pilot, an engineering officer,
  and four refinery technicians.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9
  Tempest-class
  50
  -1/5*
  13
  1G/0 mps*
  300
  5.6†
  +7
  6ASV
  5
  –
  $24.3M
  * In atmosphere, top air speed is 2,500 mph, and it has Hnd/SR +3/6.
  † Plus 15 tons capacity in the central helium-3 tank.
  GAS GIANT MINING
  
  SPACECRAFT
  22
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT)
  10^
  Titanic-class
  500
  -4/5
  13
  0.5G/c
  300,000
  840
  +13
  900ASV
  50
  –
  $19.51105B
  In atmosphere, top air speed is 1,800 mph, with Hnd/SR -2/5.
  TITANIC-CLASS GAS-MINING
  PLATFORM (TL10^)
  A massive production complex for helium-3 mining opera-
  tions, this 300,000 ton (SM +13) streamlined craft functions
  much like the TL9 cruiser but on a greater scale. Taking advan-
  tage of superscience technology, it uses contragravity generators
  to operate in any size gas giant. Its fusion-powered refineries
  process 30,000 tons of atmosphere per hour, producing 5.5 tons
  of refined helium-3 per day. When a production cycle is com-
  plete, the mining platform uses its contragravity generators and
  reactionless drive to lift into orbit; otherwise tanker vessels dive
  down to rendezvous directly with the station.
  A large number of technicians are required to keep the min-
  ing platform running smoothly for years at a time in an environ-
  ment even more hostile than deep space. Working for months at
  a time underneath a gas giant’s atmosphere is stressful, so crew
  quarters are designed for comfort, with plenty of amenities.
  Front Hull
  System
  [1]
  Metallic Laminate Armor (dDR 50).
  [2-3]
  Fuel Tank (15,000 tons each; used for raw
  atmosphere).
  [4-6!]
  Chemical Refineries (5,000 tons/hour each).*
  Central Hull
  System
  [1]
  Metallic Laminate Armor (dDR 50).
  [2-4!]
  Chemical Refineries (5,000 tons/hour each).*
  [5]
  Habitat (450 luxury cabins with total life
  support, ops center, 20-bed automed clinic
  sickbay, 10 minifac robofacs, five
  establishments, and 750 tons cargo).*
  [6]
  Fuel Tank (5,000 tons; used for processed
  helium-3).
  [core]
  Control Room (C10 computers, comm/sensor
  12, only 11 control stations).*
  Rear Hull
  System
  [1]
  Metallic Laminate Armor (dDR 50).
  [2!]
  Standard Reactionless Engine (0.5G
  acceleration).*
  [3-6]
  Fusion Reactors (two Power Points each).*
  [core!]
  Contragravity Lifter.*
  * 30 workspaces per system.
  It has artificial gravity. Crew consists of 11 control room
  personnel (captain, communications officer, executive officer,
  sensor officer, chief engineer, and six refinery supervisors), 10
  administrators, and 420 technicians.
  STORM BIRD-CLASS
  HELIUM-3 SHUTTLE (TL9)
  This 100-ton (SM +6) winged and streamlined vessel is
  designed to lift helium-3 out of the steep gravity well of a
  Saturn-sized gas giant. It connects with an aerial helium-3
  refinery craft such as the Tempest-class.
  The Storm Bird’s nuclear thermal rocket ram rocket engines
  and fuel tanks provide about 12 mps of delta-V. Normally this
  isn’t enough to lift away from Saturn, which has an escape
  velocity of 22 mps and requires 17.6 mps to reach orbit
  (GURPS Spaceships, p. 37). To achieve the necessary perform-
  ance, the Storm Bird relies on another characteristic of large
  gas giants: their rapid rotation. Saturn rotates at an equatorial
  velocity of about 6.1 miles per second. By taking off along the
  equator in the direction of the planet’s rotation (using its
  engines in ramjet mode), this shaves 6.1 mps off the necessary
  delta-V, requiring only 11.5 mps to reach low orbit. It uses its
  remaining reserve of delta-V to rendezvous with a station or
  tanker in orbit.
  Front Hull
  System
  [1]
  Metallic Laminate Armor (dDR 3).
  [2-6]
  Fuel Tanks (five tons hydrogen with 0.81 mps
  delta-V each).
  [core]
  Control Room (C5 computers, comm/sensor
  4, and two control stations).
  Central Hull
  System
  [1-6]
  Fuel Tanks (five tons hydrogen with 0.81 mps
  delta-V each).
  [core]
  Fuel Tank (five tons; for helium-3).
  Rear Hull
  System
  [1-4]
  Fuel Tanks (five tons hydrogen with 0.81 mps
  delta-V each).
  [5-6]
  Nuclear Thermal Rocket (ram-rockets; 0.5G
  acceleration each).
  It is winged.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL9 (HIGH-PERFORMANCE SPACECRAFT)
  9
  Storm Bird-class
  30
  0/4*
  12
  1G/12.15 mps*
  100
  0.2*
  +6
  2SV
  3/0/0
  –
  $6.28M
  * In atmosphere, top air speed is 2,500 mph, and it has Hnd/SR 4/5. It can cruise indefinitely in atmosphere using ramjet mode.
  † In addition, there are five tons of capacity in the central helium-3 tank.
  
  SPACECRAFT
  23
  Volatiles such as water, hydrogen, nitrogen, or the fusion
  fuel helium-3 are vital for civilization’s fuel, reaction mass, life
  support, modern industry and agriculture, but they aren’t
  found on every world in useful quantities. Specialized heavy
  freighters carry them where they are needed, plying the routes
  between mines, refineries, and distribution centers. If reaction
  drives (or stardrives that require fuel) are common, meeting
  and refueling other vessels is a priority for tankers. Military
  and exploratory missions are often accompanied or supported
  by them.
  JUPITER-CLASS DEEP
  SPACE TANKER (TL10)
  This is a reaction-drive tanker. Most of the Jupiter-class’ car-
  rying capacity is devoted to volatile tanks, but it has significant
  cargo capacity for standard loads and such vessels carry other
  supplies to the stations they serve. It uses a SM +11 unstream-
  lined hull that masses 30,000 tons and is 450 feet long.
  Front Hull
  System
  [1]
  Steel Armor (dDR 15).
  [2-6]
  Fuel Tanks (1,500 tons of volatiles each).
  [core]
  Control Room (C9 computers, comm/sensor
  10, and only three control stations).
  Central Hull
  System
  [1-6]
  Fuel Tanks (1,500 tons of volatiles each).
  [core]
  Habitat (three luxury cabins, two-bed
  automed sickbay, gym, and 950 tons 
  cargo).
  Rear Hull
  System
  [1]
  Steel Armor (dDR 15).
  [2-3]
  Fuel Tanks (1,500 tons hydrogen with 60 mps
  delta-V each).
  [4-5]
  Fuel Tanks (1,500 tons of volatiles each).
  [6]
  Fusion Rocket Engine (0.005G acceleration
  each).
  It has total automation. Crew consists of three bridge crew:
  a pilot, a captain/navigator, and a chief engineer.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL10 (LOW-PERFORMANCE SPACECRAFT)
  10
  Jupiter-class
  200
  -5/5
  13 0.005G/120 mps
  30,000
  950.6*
  +11
  6ASV
  15/0/15
  –
  $596.6M
  * Plus 19,500 tons volatiles in fuel tanks.
  TANKER SPACECRAFT
  AQUARIUS-CLASS
  INTERSTELLAR
  SUPERTANKER (TL11^)
  With advanced drives it is possible for enormous tankers to
  lift volatiles from a deep gravity well like Earth or even a gas
  giant. It massively simplifies processes needed for space colo-
  nization and terraforming – for example, ocean water is
  cheaply lifted into space and transported to a space habitat or
  desert world. The Aquarius-class is one such supertanker: a
  massive vessel with an SM +13 streamlined hull massing
  300,000 tons, 450 feet in diameter.
  Front Hull
  System
  [1]
  Steel Armor (dDR 20).
  [2-6]
  Fuel Tanks (15,000 tons of volatiles each).
  Central Hull
  System
  [1]
  Steel Armor (dDR 20).
  [2-5]
  Fuel Tanks (15,000 tons of volatiles each).
  Central Hull
  System
  [6]
  Control Room (C11 computers, comm/sensor
  13, and only four control stations).*
  [core]
  Habitat (seven cabins with total life support,
  two-bed automed sickbay, 9,920 tons
  cargo).*
  Rear Hull
  System
  [1]
  Steel Armor (dDR 20).
  [2-3]
  Fuel Tanks (15,000 tons of volatiles each).
  [4!]
  Stardrive Engine (FTL-1).*
  [5-6!]
  Hot Reactionless Engines (2G acceleration
  each).*
  [core]
  Fusion Reactor (two Power Points).*
  * Three workspaces per system.
  The tanker has high automation. Crew consists of three
  bridge crew (a pilot, a captain/navigator, and a chief engi-
  neer), three control techs, three habitat technicians, three
  stardrive mechanics, six maneuver drive mechanics, and
  three power mechanics.
  TL
  Spacecraft
  dST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ
  dDR
  Range
   Cost
  PILOTING/TL11 (HIGH-PERFORMANCE SPACECRAFT)
  11^
  Aquarius-class
  500
  -3/5
  13
  4G/c
  300,000
  9,921.4*
  +13
  14ASV
  20
  1¥
  $10.3589B
  * Plus 165,000 tons of volatiles.
  
  Aquarius-class interstellar
  supertanker, 23.
  Asteroid-mining ships, 16-20.
  Blueprints and new spacecraft,
  5.
  Capture of junk, 12.
  Catapult ships, 16-17.
  City, star, 10-11.
  Class III orbital spaceport, 9.
  Class IV orbital spaceport, 
  9-10.
  Class V orbital spaceport, 10.
  Colony ships, 10-11, 19-20.
  Construction of spaceships, 
  4-5.
  Dealing with space junk, 12.
  Deep space ships, 15, 23.
  De-orbiting of junk, 12.
  Destruction of junk, 12.
  Factory stations, 7-11.
  Garbage, space, 12.
  Gas giant-mining ships, 21-22.
  GURPS, 7; Space, 3, 7, 16;
  Spaceships, 3-7, 14, 22;
  Ultra-Tech, 7, 12.
  Habitat upgrades, 6.
  Helium-3 mining, 10, 21-23.
  Ice ships, 19.
  Industrial ships, 7-11, 16-23.
  Interstellar ships, 10-11, 15,
  20, 23.
  Inventing new sizes of
  systems, 5.
  Junk, space, 12.
  Jupiter-class deep space tanker,
  23.
  Kinshasa-class heavy
  interstellar towing 
  vehicle, 15.
  Klondike-class mining
  starship, 18-19.
  Kobold work bug, 12-13.
  Leviathan-class super
  constructor ship, 11.
  Manchester-class industrial
  star city, 10-11.
  Mining ships, 16-23.
  Modular systems, 6.
  Mosquito-class volatile miner,
  17.
  New sizes of systems, 5.
  New spacecraft, 5.
  Nomad-class catapult ship, 
  16-17.
  Nugget-class interstellar
  prospector, 20.
  Obsolete ships, 6.
  Orbital ships, 7-11, 13, 14, 16.
  Panama-class orbital transport
  vehicle, 14.
  Planetoid-class orbital salvage
  ship, 13.
  Pluto-class ice ship, 19.
  Port size and ship
  construction, 5.
  Prospector ships, 18, 20.
  Publication history, 3.
  Quarterhorse-class deep space
  tug, 15.
  Refitting ships, 6.
  Remodeling habitats, 6.
  Repairing ships, 6.
  Rescue ships, 13-14.
  Rock Snake mobile industrial
  colony, 19-20.
  Salvage ships, 12-14.
  Samaritan-class rescue-and-
  salvage ship, 13-14.
  Service ships, 12-14.
  Shipbreaker yards, 6.
  Shuttles, 22.
  Solar power satellite (SPS), 8.
  Space construction, 4-5.
  Space factories, 9.
  Space industrial parks, 8.
  Space junk, 12.
  Spaceports, 9-11.
  Space tugs, 14-16.
  Storm Bird-class helium-3
  shuttle, 22.
  Systems sizes, 5.
  Tanker spacecraft, 23.
  Tempest-class gas-mining
  cruiser, 21.
  Termagant-class advanced
  orbital tug, 16.
  Titanic-class gas-mining
  platform, 22.
  Transhuman Space, High
  Frontier, 3, 12; Deep
  Beyond, 3, 16.
  Transport ships, 14.
  Towing vehicles, 14-16.
  Tugs, 14-16.
  Upgrading ships, 6.
  Vredefort-class asteroid mine
  station, 17-18.
  Weapon upgrades, 6.
  Wildcat-class asteroid
  prospector, 18.
  Work shacks, 7.
  INDEX
  24
  INDEX
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Spaceships 6 - Mining and Industrial Spacecraft.pdf