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
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