GURPS SPACESHIPS PDF

GURPS Spaceships [David L. Pulver] on *FREE* shipping on qualifying offers. Three, two, one Blast off! GURPS Spaceships is the. GURPS Spaceships (4ed) *OP [David L. Pulver] on *FREE* shipping on qualifying offers. Spaceship sourcebook for GURPS 4th Editon. Is gurps spaceships a good product for people wanting to do SFRPG campaigns ? I was wondering how detailed it was? Is it fairly detailed or is.

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Whether you’re looking to fight with myriad combat-ready vessels, travel between worlds with Passenger Space Vehicles, or explore a variety of space stations, this supplement has you covered. Instead, their targets get a bonus to dodge them, modified downward by relative velocity and up by turn length.

It is further established in other Spaceships gur;s about tactical combat with hexes. So by spending a good percent of ship mass on drone sensors you can get good reading on your opponent’s signatures and even get his precise location but all your obtained information is still subject to light lag.

M-Drives are bought as Standard Reactionless Engines; there are no other reactionless engines in Traveller. Transport to the world of tomorrow is now boarding!

Ships can mount plasma weapons as well as any form of laser. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. This genre guide gives you hard facts for space-based campaigns, and information for creating your own setting. Preview of the PDF. Smallest and most effective is probably missile with chemical drive and passive sensors.

Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. Though spacesuips good are they depends on composition of opponents fleet.

Spaceship Design and Combat: GURPS conversion

Unless there is some complex gravity fields in the way. Antimatter missiles are not cost effective. This money is unrelated to and in addition to normal starting cash, and can only be spent on a ship and any consumables necessary to the operation of the ship fuel, ammunition, etc. Privacy Policy Contact Us. Exploration and Colony Spacecraft provides spacesships on vessels designed to survey the stars, plus information on expeditions and exploratory hazards.

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The same restrictions on sensors apply to them too so they sppaceships effectively do anything from a distance then there is still a chance that your kinetic attack misses. Really small drones will have 1 or less HP in Spaceship scale and will be on scale of ‘simple’ missiles.

Jockeying for good sensor resolution through drone deployment while denying it to the opposing side is pretty central to the tactics. I’d like to thank everyone on the SJG forums for their help, ideas, and suggestions.

GURPS Spaceships 8: Transhuman Spacecraft

GURPS already treats ships that are close enough as single group. Cause we are talking about something with radius around cm. Attacks against “immobile” targets. It doesn’t matter much for kinetic weapons on such speeds from what they are made of. Written by David L. Probabilities to hit remain the same, but ponderous targets gufps vulnerable than maneuverable ones.

If you want to really kill someone far away and have enough antimatter it is better to create a relativistic or semi-relativistic kinetic projectile. The battle klaxons have sounded! If the carried vehicle is present, the spaceship’s dDR does not protect it! So what you have is a simple chemical mine-missile probably laid somewhere around a moon or asteroid in hope of getting a lock on ship before its sensors could get reliable information about a piece of almost inert metal and chemicals.

GMs who wish to allow players with incredibly expensive ships can continue the exponential progression instead, with every 25 additional character points multiplying the ship’s value by Privacy Policy Contact Us. Other volumes in the series expand on the core for more possibilities! Of course there is situations in which use of drones will be a must – for example if one of combatants uses wall like clouds of charged particles to obscure his position or other similar effects.

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This is just a game design difference, and doesn’t really change the underlying statistics very much, but the base EP rules just make things effect that attackers chances for success, while defenders adjustments are very rare. Having a more complex conversion for skills and using a 2 or 3 d10 system would maintain the curve that GURPS is built around. It comes with over 50 spacecraft designs, gathered from across the Transhuman Space setting; each one provides enough information to make it useful even if you don’t have the original supplements!

So why roll for anything?

Using GURPS Spaceships in Traveller

As written, the effects plateau after 45 points effectively Multimillionaire 2. Pulver Edited by Jake Steinmann. Anything with a functioning engine can dodge, modified by its handling. If the Defensive ECM applies solely against missiles, double its penalty to -4 per system. I haven’t actually looked at.

I think missiles should still attack against half-pilot because they can chase, so railguns are impeded by target nimbleness to a greater extent than other weapons. A J-Drive is bought as a normal Stardrive Engine.

Everything else is available in any campaign I run, though the Ship Owner advantage assumes Traveller’s starting wealth. And how you will protect them from PD systems in such a way that it won’t mess with your own sensors? Ghost particle meson weapons are allowed as long as their output is 3GJ or greater. Especially if you want a reliable lock spacesyips target due to cost of such devices.