• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Hard Space Redux

Been wondering something, since there are no gravitics or any form of gravitic technology in this setting, does that mean certain materials or technologies may need to be modified for this setting compared to the ruleset?

For example, regarding breaching tubes, in the Cepheus Engine rulebook, it's cited as this:
All airlocks include flexible plastic docking tubes that allow passengers to cross from one ship to another by floating through the air–filled tube. A breaching tube is a military version of the common docking tube. Instead of a thin Mylar, the breaching tube is made of a combination of ballistic cloth and reflec armour. The breaching tube does not end in a docking collar, but in a magnetic clamp with a ring of plasma torches that can burn through the hull of an enemy vessel when attached.
However, in MgT 2300 AD, this is said instead:
All airlocks include flexible plastic docking tubes that allow passengers to cross from one ship to another by floating through the air-filled tube. A breaching tube is a military version of the common docking tube. Instead of a thin myomer, the breaching tube is made of a combination of ballistic cloth and ceramic mesh. The breaching tube does not end in a docking collar but in a magnetic clamp with a ring of plasma torches that can burn through the hull of an enemy vessel when attached.
Notice the difference since 2300 AD is a setting without any form of gravitics.

So considering stuff like that, or the possible difference in hull materials due to no form of gravitics being in this setting as another example, would there be some mechanical differences due to differing tech?
 
Last edited:
Looking at this new gameplay video for Cyberpunk 2077, I wonder how much of it could apply to Hard Space?

I could especially see downtrodden areas in/around arcologies being great recruiting areas for various strange cults.
 
Last edited:
Potentially on the Core Worlds. Doing so on the Frontier is harder.
Are most colonies on the Frontier very self-sufficient?

Who generally brings out supplies to colonies out there? Small company types or more the big megacorporations?

In addition, since there is no form of gravitics at all in this setting, in what ways mechanically might some rules change due to that? Like would different materials be used instead of the Cepheus Engine standard versions? Kind of like MgT 2300AD?
 
Since jump space is the home to extradimensional creatures and beings, can said creatures manifest on a ship without a sorcerer summoning them?

Do ships need to carry special technology or use some sort of magic to prevent things from manifesting onboard while in jump space?
 
I apologize for bumping this but I'm wondering something:

how difficult is it to repair jump drives in this setting considering the rather alien piece of technology at the center of each jump drive here?

Or are Spindles incredibly durable from what human science can tell?
 
Been wondering something, since there are no gravitics or any form of gravitic technology in this setting, does that mean certain materials or technologies may need to be modified for this setting compared to the ruleset?

For example, regarding breaching tubes, in the Cepheus Engine rulebook, it's cited as this:
[FONT=arial,helvetica]All airlocks include flexible plastic docking tubes that allow passengers to cross from one ship to another by floating through the air–filled tube. A breaching tube is a military version of the common docking tube. Instead of a thin Mylar, the breaching tube is made of a combination of ballistic cloth and reflec armour. The breaching tube does not end in a docking collar, but in a magnetic clamp with a ring of plasma torches that can burn through the hull of an enemy vessel when attached.
[/FONT]
Hmmm, what if the hull armor is non-ferromagnetic? Ceramics, tungsten, and DU comes to mind.
 
Hmmm, what if the hull armor is non-ferromagnetic? Ceramics, tungsten, and DU comes to mind.
Considering how ships here require propellant, I get the feeling armor materials for military ships are going to be strong, yet light at the same time.

Because reaction engines are the means of sublight travel here.

Like ship protection is via compartmentalization and such, with maybe whipple shields snd aerogels, to protect against railguns & lasers respectively, and maybe some form of electromagnetic deflector to help protect against particle beams (though perhaps a huge tank of water provides better protection)?
 
Back
Top