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-   -   [New Release] GURPS Spaceships 7: The Weird One (https://forums.sjgames.com/showthread.php?t=66500)

The Fox 01-28-2010 08:28 AM

[New Release] GURPS Spaceships 7: The Weird One
 
If the line were a family, then GURPS Spaceships 7:Divergent and Paranormal Tech would be the weird cousin that you only see at holiday family gatherings. You wouldn't talk to him every day, but if you ever needed to get your hands on some embalming fluid, you're pretty sure he'd be the go-to guy.

SCAR 01-28-2010 08:32 AM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
This is very cool, and it has a Tardis, sorry Operator-class Reality Police Cruiser!

Turhan's Bey Company 01-28-2010 08:47 AM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
(Gets out credit card.)

Pragmatic 01-28-2010 09:12 AM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
I may wait a few days on this one. It's got the coolness factor, but it really doesn't have anything to appeal to the types of settings in which I'm interested...

So I'll wait until the weight of peer pressure drives me into a buying frenzy. :-)

SCAR 01-28-2010 09:29 AM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
Quote:

Originally Posted by Pragmatic (Post 923551)
I may wait a few days on this one. It's got the coolness factor, but it really doesn't have anything to appeal to the types of settings in which I'm interested...

So I'll wait until the weight of peer pressure drives me into a buying frenzy. :-)

It isn't just magic and weird spaceship tech! - It includes:
  • The rules for smaller and larger systems which appeared in Vorkosigan.
  • Alot of additional Superscience and non-Superscience Systems from the core TL range (7-12), including additional Jet Engine Options, Solar Energy Power Plant and Reaction Engine and Laser Rocket Reaction Engines.
  • Several of the new Design Features and Switches are completely applicable to standard Spaceships.
So there is plenty of stuff you could use in a 'standard' spaceship.

panton41 01-28-2010 10:41 AM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
Quote:

Originally Posted by The Fox (Post 923532)
If the line were a family, then GURPS Spaceships 7:Divergent and Paranormal Tech would be the weird cousin that you only see at holiday family gatherings. You wouldn't talk to him every day, but if you ever needed to get your hands on some embalming fluid, you're pretty sure he'd be the go-to guy.

So you mean me...?

I plan on picking it up tomorrow on payday, but this'll be nice for all the designs like on Star Trek with the shields that can stop a super nova, but an ultra tech hull that can be breached by a handgun.

tratclif 01-28-2010 10:54 AM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
Quote:

Originally Posted by Pragmatic (Post 923551)
So I'll wait until the weight of peer pressure drives me into a buying frenzy. :-)

[peer pressure] It also has all the modules, features and design switches for Transhuman Space ships. I deduce that Spaceships: Transhuman Space will be entirely conversions of existing spaceships, so if you want to design new TS ships you'll need this one.

tratclif 01-28-2010 10:56 AM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
Quote:

Originally Posted by ciaran_skye (Post 923594)
designs like on Star Trek

One Worked Example is the Space Amoeba from TOS.

David L Pulver 01-28-2010 01:35 PM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
Here's a list of the new design options in it:

Larger/Smaller Systems

Systems
Armor, Wooden (TL0) [Hull]
Armor, Etherwood (TL1^) [Hull]
Armor, Adamant (TL2^) [Hull]
Armor, Skystone (TL2^) [Hull]
Armor, Iron (TL5) [Hull]
Armor, Orichalcum (TL2^) [Hull]
Armor, Structural Field (TL11^) [Hull!]
Digestive System (TL7) [Any!]
Ether Propulsion (TL^) [Hull!]
Exophase Field (^) [Any!]
Craft Shops
Extradimensional Interface (TL12^) [core!!]
Factory - adds some extra types
Gas Bag (TL5*) [Hull]
Helicopter Rotor (TL7*) [Hull]
Holoprojector (TL10^) [Hull]
Jet Engine (TL7) [Rear Hull] - adds some extra types like turbofans
Lightspeed Drive
Magnetic Planetary Drive (TL9^) [Special!]
Maneuver Enhancement (TL6) [Hull]
Maw (TL8) [Front Hull]
Ornithoper Wings (TL5+2) [Hull!]*
Parachronic Flux and Time Flux Drive (TL^)
Power Plant, Ether Furnace (TL5+2^)
Power Plant, Magical (TL^) [Any]
Power Plant, Perpetual Motion Machine
Power Plant, Psychotronic (TL9^) [Any]
Power Plant, Solar Boiler (TL7) [Any]
Power Plant, Vacuum Energy (TL9^) [Any]
Reaction Engine, Laser Rocket (TL9) [Rear]
Reaction Engine, Plasma (TL9) [Rear!] - adds Vasimr and cinematic plasma drives
Reaction Engine, Solar Thermal (TL8)
Sails, Radioisotope (TL7)
Sails, Tachyon (TL^) [Hull]
Sapient Brain [Any] (TL10)*
Small Upper Stage (TL7) [Special]
Solar Mirror (TL5) [Hull]
Weaponry
Electromagnetic Disruptor (TL10^):
Lightning Cannon
Rockets
Low-tech guns
Mind Disruptor (TL11^)

Design Features
Biomorphics
Energy Phasing Surface Table
Essential Fuel
Grabber
Lacks Automation
Magic-Powered
Magnetic Tractor Beams
Methane and Ammonia Reaction Mass
Open Frame Armor
Phased Arrays
Psi-Powered (TL^)
Psi Shielding (TL^)
Ram
Regeneration or Self-Healing
Spin Tethers
Top Deck

Design Switches
Accelerator Tube Limits
Etheric Cosmos and Ether Drives
Exotic Force Screen Variants
Boost Drives
Maturing Living Ship
Slower Industrial Systems
Hazardous Drives and Power Plants
Hyperdynamic Field (TL^)
No Computer
Pre-Radio
Zombie Spaceships

There's other stuff (sample ships: steampunk, psi-powered, living things, magical, etc.) and combat rules for non-vector movement space battles (e.g., Star Wars or inertialess type).

PK 01-28-2010 01:39 PM

Re: [New Release] GURPS Spaceships 7: The Weird One
 
Quote:

Originally Posted by tratclif (Post 923599)
[peer pressure] It also has all the modules, features and design switches for Transhuman Space ships. I deduce that Spaceships: Transhuman Space will be entirely conversions of existing spaceships, so if you want to design new TS ships you'll need this one.

While I certainly want everyone to buy every book in the line, I feel that I should point out that SS8 will include everything you need to design THS ships along with a writeup for every existing ship.

This means there will be some small overlap between SS7 and SS8 (less than you might think, though), and SS8 will have some systems and options that don't appear in SS7 (the realistic ones specific to the THS setting).

After all, the goal in the Spaceship line is that everything after Book 1 is a la carte. You shouldn't need to, say, buy Book 3 to get full use out of Book 5.

Now, the reason to buy this one (SS7) is that it's got freaking everything weird in it. David even updates the combat systems (from books 1, 3, and 4!) to cover assumptions like "what if space was like water" and "what if acceleration happened instantly", goes into detail on thinks like "crystal sphere cosmology" and "luminiferous ether", and all sorts of other things.

And if that's not enough to convince you, let me direct your attention to the God Ship in the back of the book. What's that, you ask? Oh, just a group of clerics sailing through space in the mummified corpse of a god who fell to earth, that's all. Yes, his mouth is a hangar. Yes, he was built using the rules in the book.


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