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House Rules · GURPS 4e

Gates & Inner-System Travel

Outer-edge gates, L/M/S parking orbits, shuttle fees, inner-system months — pirates beat response time, not law.

Gates & inner-system travel

Game: Orion Corridor — 2277 · Rules: GURPS 4e at the table GM spine: WCP_Website/campaign-authoring/palimpsest/GALAXY-TRAVEL.md · ECONOMY-AND-UPKEEP.md

Companion: Law levels


Design goal

  1. Gates are fast between stars — Concord rings are the campaign default.
  2. Systems are still huge — arrival at the gate is not arrival at the job.
  3. Two wallets — jump tariff and inner-system time/fees.
  4. Pirates are normal — even Sol. Response time is the game, not “no criminals.”

Notification: outer-edge gates

Jump gates are built on the outer traffic shell of each mapped system.

Why (fiction)Why (table)
Queue mass traffic without crossing citiesSeparates jump wait from dock wait
Screen arrivals once at system perimeterNavy/customs at shell
Keep coupling radiation & traffic away from portsDrama on the long leg inward

Player line: “We gated in” ≠ “We’re at the mark.”


Notification: two-speed travel

LegSpeedPaid to
Gate → gateMinutes–hoursConcord (tariff, fuel dock, manifest)
Gate shell → berthHours–monthsFuel, parking orbit, shuttles, inspections

Sol example: Solaris Gate to Earth approach on legal lanes: weeks to months. Pirates can hit on that leg and be gone before system security agrees it happened.


Parking orbits (L / M / S)

Ports assign parking bands by distance from the primary target (station, dome, yard).

BandDaily ₡ (Class II)Shuttle (per person)Wait feel
Long (L)₡140–₡220₡350–₡6501–3 days
Medium (M)₡280–₡420₡120–₡220half-day–day
Short (S)₡520–₡780₡45–₡90hours
  • Scale daily orbit fees by CHC (see ship-class brief on Net).
  • Cargo tender: +₡40–₡90 per ton · priority ×1.5
  • Station/planet dock berth (inside the port, after shuttle) is extra — corps, wealth, diplomats, or CHC 0 system craft. Gate-rated freelancers default to orbit only.

Shuttle service is always available at treaty ports. Never free.


Inner-system time (table)

RouteTime
Gate shell → parking orbitHours–2 days
Parking → station (shuttle)Hours–days
Station → inner worldHours–weeks
Hub gate shell → inner port2–14 days typical
Sol gate shell → Earth (legal)Weeks–months
Planet ↔ planet (same system)1–3 days fusion

Roll ship d100 on long inner legs if you use wear tables.


Piracy (canon)

TruthTable use
Populated systems still get hitTraffic = cover
Professionals beat response timeStrike → strip → vanish
Law level ≠ safeHigh law = more paper, not fewer thieves
Crime pays at corridor scaleOne freighter take > nuisance bounty month

Common vectors: parking-orbit tender leg, long inner transfer, lane drift, dust/wreck shadow, fake registry.

Response (LL 3 system, if pinged): 3d6×10 minutes — adjust by law level (see Law levels doc).


Typical arrival loop

  1. Decouple at gate shell — clearance done or pending.
  2. Assign parking band (L/M/S) — pay daily or argue.
  3. Queue shuttle/tender — fee, cargo manifest.
  4. Station work — yards, fixers, customs on the station tier (your hull stays in orbit unless you're corp/wealth or flying a system-only skiff).
  5. Optional dock berth — pier inside the port; ₡850+/day tier; rarely booked by working Class II crews.
  6. In-system hop (if job is elsewhere) — fuel + time from parking orbit.
  7. Work — bounty, cargo, plot.

Quick GM answers

QuestionAnswer
“We jumped — where are we?”Outer system shell. Not the city.
“Why can’t we dock now?”Slot, inspection, orbit band, law hold — pier berths aren’t for freight budgets anyway.
“Can pirates hit Sol?”Yes.
“Who responds?”Lowest relevant law layer + Navy if Sol.

Player handout: PLAYER-GATES-INNER-TRAVEL-AND-LAW.md (palimpsest handouts)

KHES

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