Johannes replied to me: > > Antimatter power plants would really help my Heavy Grav Gunship, but > > adding AM technology to the setting seems like a bad idea. Comments? > How much would it change? Not a rhetorical question as i don't know right > now what AM technology exists in Gurps. > > AM bombs propably are not a big problem. They are a bigger version of > nuclear bombs, and thoose supposedly exist in the setting but they don't > play a big role IIRC. So if AM bombs (or the potential to build them) > exist somewhere in the background, i don't think it would be a big change.
Everything has to go exactly right to start a fission or fusion reaction. There are limits how large or small the bombs can get, too. By comparison, an antimatter storage bay will explode if anything goes wrong with the containment field. An antimatter-powered ship can self-destruct with a hammer blow in the right place -- it takes just one fanatic. Or one unlucky shot. According to the 3E rules, there is a 17% chance of a fusion reactor explosion if a ship is disabled, and 98% for an antimatter explosion. Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
