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Author Topic: Negotiating 3e and 4e TL schemes...?  (Read 342 times)
Kage2020
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« on: April 10, 2009, 01:24:58 AM »

This is probably just for Heimdallr, but in working with the latest edition of GURPS you come across the fact that they've changed the TL schema from 3e to the current 4e.  Previously we broadly had the following approach:

Imperium
TL 9 (ish), with Adeptus Mechanicus at TL10-11, and archaeotech at TL 12-13(early).

Eldar (Craftworld)
TL13-14 (early), remnant TL15-16.

Necron
TL15

Tau
TL9-10.

Etc.

However, 4e removes anything past TL12, defining TL9-12 as:

TL 9 - The Microtech Age
Slightly ahead of us.  Basic nano-materials, polymer computers, preponderance of robots, mostly conventional guns, etc.

Superscience: Monomolecular wire, plasma weaponry, FTL drives, reactionless drives.

TL10 - The Robotic Age
Volitional AIs, nanotech factories, etc.  (Human G/DAoT.)

Superscience: Artificial gravity and contragravity, nuclear dampers, plasma guns/sonic beam guns.

TL11 - The Age of Exotic Matter
Advanced nanotechnology, tinkering around with subatomic matter, antimatter, copying minds, etc.

Superscience: Miniature contra-grav devices (flying belts), force screens, tractor beams, hyperdense armour, compact nuclear reactors, matter transmission...

TL12 - The Age of Miracles
Living metal, fully integrated nanotechnology, total conversion engines.

Superscience: Wha!? Wink



So where do you think the previous levels come in, Heimdallr?

Eldar seem to come in at TL11^ (probably with some early TL12^), while humans of the G/DAoT are TL10^.  Imperium seems solidly TL9^ and Necrons TL12^.

Thoughts?

Kage
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« Reply #1 on: April 18, 2009, 05:34:24 PM »

Cool!

Dragon Lord gave me a good link to a previous discussion with tech-level assumption, which I found quite helpful...

These had the Imperium running from TL7-9 (without Mechanicum), and TL10-12 (with Mechanicum); although TL12 is very very rare, but does give the Imperium the full gambit of TLs. Imperium Tech would be restricted to Fusion-related power and propulsion... with antimatter as archaeotech.

Other races, such as the Eldar and Necron would be in the TL11-12 range (as you suggested), and have full use of antimatter (or total conversion/cosmic power).

Tau are firmly TL9-10... fusion-tech only, but simply no-nonsense technology (without the the pseudo-science of the Mechanicum); frankly though I'm not that concerned with the Tau...  Roll Eyes

Orks... well I'd say firmly TL8 with combustion-engines & fission-tech... and of-course some ventures into higher TLs (with very unreliable as side-effect  Grin ).

...well more on this later, but I'd like to do a quick design of a standard Imperial starship first (a destroyer-sizer maybe) before tackling-on the Venturer; maybe get a quick idea of how the existing systems in GURPS Spaceships work-out regarding Imperial travel-times and so on...
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