Bughunters: Welcome to EeEye AyToo

Epsilon Indi A II is earth’s most distant colony 11.8 light years from hone.


Most of the surface area is water with only a few small islands, the thin atmosphere means that even at sea level colonist suffer from altitude sickness.


The colony is only 7 years old and is therefore half the age of the Acey2 colony, adventures on EeEye AyToo should reflect both this and the distance from Earth. Due to the long rotation time most colonist ignore the local day and use a standard 24 hour pattern.

EeEye AyToo Physical Data
Standard (Garden)
Radius: 5995 km
Gravity: 0.75G
Orbit Period: 88.83 days
Rotation: 715.4 hrs
Climate: Warm
Mean Temp: 309K/36C
Atmosphere: Very Thin (Marginal: Nitrogen Compounds)
Water / Ice Index: 94.74
Volcanic Activity: Moderate
Tectonic Activity: Light

GURPS statistics
Population: 10,000 (PR 4)
Colonial Administration, CR 3
Per Capita Income: $25,000
Class III Spaceport
Colonial Office
Civilian Espionage Office (PR 1)
Government Research Station (PR1)
Nature Preserve
Naval Base (PR 1)

Colony Map

There are 2 main settlements, Zubrin’s Halt and Leviathan Bay. Zubrin’s Halt is the larger and considered the capital.


System Diagram


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Bughunters: A new chronology

Having added all the nearby brown dwarf stars to the near star list (see an earlier post) I now had to decide what order UTPRF had visited them in – if at all.
I decided that United Terra was essentially running two parallel programmes. In the first all the nearby stars were visited and listening and observation outposts established connected to earth via Isler radio. In the second exploratory and colonisation teams were being sent out to likely stars.

So far 2 colonies have been established, the first and oldest on Alpha Centauri’s second planet; the second on Epsilon Indi A’s second planet.

Range is the distance in light years from Earth, Habitability and Affinity are GURPS Space statistics indicating how friendly a world is to human life, the higher the better.

Location Date of Founding Date of Destruction Age Type Range Habitability Affinity
AC/2 2115 N/A 15yrs Colony 4.4 6 6
Barnards Star 2117 13yrs Outpost 6.0 -1 -1
Luhman 16 (WISE 1049-5319) 1 2118 12yrs Outpost 6.6 +0 +0
WISE 0855-0714 (Estveniper-Aco II) 2120 10yrs Outpost 7.5 0 -1
Wolf 359 (Wolf 359 II) 2119 11yrs Outpost 7.8 -2 -2
UV Ceti (UV Ceti I.1) 2120 2125 6yrs Outpost (Destroyed) 8.7 0 -1
Ross 154 (Ross 154 II) 2121 2128 7yrs Outpost 9.7 0 -1
Ross 248 (Ross 248 II) 2121 2129 8yrs Outpost 10.3 0 0
Epsilon Indi (Epsilon Indi A II) 2123 7yrs Colony 11.8 +1 +2
UGPS J072227.51-054031.2 (UGPS J072227.51-054031.2 I) 2125 5yrs Outpost 13.3 0 0
2MASS J154043.42-510135.7 (Siengendalund III A) 2127 3yrs Outpost 14.3 -2 -2
DENIS J081730.0-615520 (DENIS J081730.0-615520 I A) 2128 2yrs Outpost 16.1 0 0
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Bughunters: Welcome to Acey 2

System diagram of Alpha Centauri

System diagram of Alpha Centauri

Alpha Centauri’s second planet AC/2 or Acey 2 is the UTPRF’s first extra solar colony. It was established in 2115 AD and has seen a steady influx of colonists since then.

A projection of AC/2

A projection of AC/2

AC/2 showing the colony area

AC/2 showing the colony area

The colony is centred on a single peninsular in the equatorial region where there are two major towns Landing and First Port. In GURPS terms AC/2 has the following characteristics.

Population: 20,000 (PR 4)
Colonial Administration, CR 3
Per Capita income: $31,000
Class III spaceport
Government Research Centre (PR 1)
Nature Preserve
Private Research Centre (Pr 2)
Rebel base (runaway Synthers)

The beginnings of a orbital base intended to rival earths “Stargate” named “Stargate2” has been started and now houses 100 people mainly concered with managing the arrival of new colonists and supporting UTPRF operations.

Alpha Centauri 2 Colony Area

Alpha Centauri 2 Colony Area

Acey 2 is not the only inhabited planet of the Alpha Centauri System as Acey/4 supports a small facility with a population of 1,500.

Alpha Centauri 4 Globe

Alpha Centauri 4 Globe

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Third World War: The Other Fronts

We now reach the point where my notes and pictures have run out. We did two other games one for Korea and one for North America.


Using a home made map and counters developed independently of Dave Clark’s now vanished Korean Front expansion the North Korean forces launched and offensive towards Seoul which foundered on South Korea defenses back by US and Australian air power.

I wondered about tuning the proficiency ratings of the North and South Koreans


Using the map from Invasion America and home made counters we assumed that nothing much would happen before war turn 10 when the majority of the immediately mobilisable National Guard had been shipped overseas. We also assumed that the United States Navy would keep the Cubans bottled up. In addition most central American forces have only limited power projection capability so the fighting limited itself to some cross border action around Nicaragua and a limited incursion into Texas and New Mexico by Mexican troops which was easily defeated by a combination of National Guard, Army Reserve and Canadian Militia supported by German troops from GATES.

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Bughunters: Mapping

Bughunters uses a realistic 3D map of the local stars. This makes AstroSynthesis an obvious choice for managing the campaign, I decided to use the up to date realistic mapping data from “evil Dr. Ganymede” there turned out to be a few issues.

As a first attempt I started by importing all the data as described, the let to having 4 copies of Sol – which could easily be dealt with but unlike the sector generated by using Astrosynteis 20 ly template, sol had no planets.

So what I did then was import all the data into a sector created from that template, assuming I could clean up any duplicates but a that didn’t work as the 2 sets of data seem to have slightly different coordinate bases.

So what I did next was export sol with it’s planets in XML from the sector based on the 20 ly template and import it into the sector that I’d created in my first attempt – which resulted in and empty sector with only sol and it’s planets.

So what I did then was save that sector and merge it with the first giving me a sector that had sol with it’s planets based on up to date stellar data.

However a quick check with the near star list showed that several local brown dwarfs were missing. So I used the that list plus the stellar coordinate converter to add them.

Now I needed to add routes showing the probes and expeditions sent out by United Terra. I decided to add probes and missions to the nearer brown dwarf to the time-line as well, so now I hit another problem.

Most stars have multiple designations so “Groombridge 34” from the time-line is in the databases as GX/GQ Andromedae, Innes’ Star as LHS 288 and Lalande is actually Lalande 21185.

Finally I made sure that Fractal World Explorer was properly set up so that I could export globes to it and Fractal Mapper.

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Bughunters: Spaceships 2

So last time I forgot to mention 2 things, first is the assumption that each FTL rating is equal to a speed of 5c, so that a ship with FTL-2 travels at 10c.
The second is that the default background assumes modular ships that can be reconfigured after construction (mission modularity) as opposed to during construction (construction modularity), which I don’t allow except for drop in electronics replacements; this is the kind of thing that has not really worked in real life.

UTPRF Rescue Cruiser

Based on the Cruiser design but sacrificing cargo capacity and range for a higher FTL speed and the abilty to transport 100 normal humans in hibernation chambers, this is a another typical player ship.

The ship has a crew of 20. 4 of these are the bridge crew. There are 4 drop ship crew (2 pilots and 2 WSOs). There is a ships medic to man the sickbay and 2 scientist to man the lab as well as an engineer. There is also a section of 8 troops (a vehicle driver, vehicle gunner and 6 troops).

It would be likely that some of the hibernation chambers would be used to hold some extra troops or normal humans providing specialist support – depending on the nature of the issue being investigated.

One thing to note is that even the fastest ships in the Bughunters Universe can take months to travel between stars, it takes a rescue cruiser 106 days to travel from Earth to Alpha Centauri, this is to increase the PC’s sense of isolation (“it will be 4 months before help arrives, we have to deal with it ourselves”) of course it does somewhat call into question the name “rescue cruiser”.


TL Spacecraft dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost
9^ UTPRF Rescue Cruiser 150 -5/5 [1] 13 0.005G/86.4 mps 10,000 727 [2] +10 20ASV [3,4] 30/0/0 3x $992M

Length: 100 yd. (300 ft.) Crush Depth: 0.0 Atmospheres (0 ft.)

Power Points: +4 / -4

Space Performance: sAccel: 0.005Gs/86.4 mps FTL Rating: FTL-3


[1] Armor – Advanced Metallic Laminate
    dDR 30
[2] Fuel Tank
    500 Tons of Hydrogen
[3] Comm/Sensor Array – Multipurpose
    Array level: 10 [5,6]
[4] Habitat
    60 Cabins / Normal Life Support [5]
[5-6] Hangar Bay
    Cap.: 600 Tons / SM+7 / Launch: 200 Tons/min [5,7]
[Core] Control Room
    Comp: C7 / Comm/Sensor: 8 / 10 Stations [5,6]


[1-2!] Weapon Battery – Medium
    6 Weapon Mounts [5]
[3-5] Fuel Tank
    1,500 Tons of Hydrogen
[6‡] Power Plant – Fusion Reactor
    2 Power Points / 20 yr Fuel [5,9]


[1-2] Fuel Tank
    1,000 Tons of Hydrogen
[3] Reaction Engine – Fusion Rocket
    0.005Gs / 86.4 mps / 27 days Fuel [5,8]
[4-6!!!] Stardrive – Hyperdrive
    FTL-3 [5]
[Core‡] Power Plant – Fusion Reactor
    2 Power Points / 20 yr Fuel [5,9]


Design Switches, Features, & Notes: 6 Airlocks (Capacity: 6 people each), Ammunition Cost: $232,416,000, Refueling Cost: $6,000,000, Food Supplies: $68,000

CAMPAIGN OPTIONS: Exposed Radiators, FTL Comm/Sensor Array

SHIP OPTIONS: Spin Gravity (Maximum 0.2G)

[1] -2 Hnd while spinning

[2] Load includes: 12 tons of Crew & Passengers, 46.667 tons of Ammunition, 68 tons of Standard Food (34,000 man-days / 1,700 days), 0.333 tons of Steerage Cargo, 600 tons of Hangar Bay

[3] Plus 100 in Hibernation Chambers, [4] Crew Requirement (6 total): 4 Control Stations (1 Captain, 1 Chief Engineer, 1 Navigator, 1 Communication Operator), 1 Technician, 1 Medical

[5] 1 Workspace per system

[6] FTL Comm/Sensor Array, [7] Optimized for SM+7, For other SM divide Launch Rate by 4

FUEL USED: [8] Hydrogen (3,000 tons), [9] Hydrogen/Helium Isotopes



Qty. Ship Cost Mass
2 Valkyrie-Class Drop Ship $39.512M 600


Qty. Location Type Notes
5 Front [4] Bunkroom 20 person
2 Front [4] Briefing Room 20 person
100 Front [4] Hibernation Chamber 100 chambers
1 Front [4] Sickbay 1 bed; +2 Skill
1 Front [4] Lab: Standard 2 person, +1 Skill
1 Front [4] Establishment: Gym 20 patrons, 2 staff
23 Front [4] Steerage Cargo 115 tons




Range Scale: Basic Combat Ranges

Turn Length: 20-sec

Qty. Mount Weapon Options Size Damage Acc Rcl. Rof Shots MPS Accel Range
3 Center [1] – Medium Missile Launcher High-Thrust 25kT Nuke 40 cm 4dx1,000 burn ex rad sur +2 1 1 90+10 10 10G X
Center [1] – Medium Missile Launcher Sensor Drone 40 cm Array Level: 2 -2 [2] 1 1 0+10 20 5G X
Center [1] – Medium Missile Launcher Bombs 25kT Nuke 40 cm 4dx1,000 burn ex rad sur +2 1 1 0+5 X
Center [1] – Medium Missile Launcher Bombs 100kT Nuke 40 cm 8dx1,000 burn ex rad sur +2 1 1 0+5 X
3 Center [2] – Medium Laser Very Rapid Fire 10 MJ 4d(2) burn +0 (+7) 1 100 S

[1] Parenthetical value is the Rapid Fire bonus (p. SS1:60), [2] Includes -4 sAcc to hit for Drone

Created using GURPS Spaceship Design Spreadsheet v2.0 RC 9. GURPS Spaceships Design Spreadsheet is copyright © 2009-2015 Eric B. Smith. This spreadsheet is based on information contained in the GURPS Spaceships series of books.

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Third World War – Southern Africa, Week 3

First and apology, there’s no picture for this week.

This was the week that we decided to stop the game as a stalemate seemed to have settled in. In general the SAAF had through a combination of enemy losses and logistical break down achieved air dominance.

Around Windhoek the SADF had 8 division reinforced by 44 Parachute brigade dug-in opposing the Cubans and Angolans with neither side able to generate enough combat power to dislodge the other without risking an exchange.

North of Pretoria the new full mobilised SADF demonstrated it could create a staic front line of Commando units from behind which the regulars of 7 Division could strike and essentially pick off a stack a turn.

Looking at the situation it looked like the winners were ironically the Angolans who had managed to isolate UNITA from SADF support long enough to destroy it as a fighting force while the Mozambiqan forces had not quite pulled the same trick on RENAMO.

What all this would do to the political situation in Southner Africa once the dust had settled on the rest of the Third World War was anyone’s guess.

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