GURPS Spaceships 7: Divergent and Paranormal Tech
We just released GURPS Spaceships 7: Divergent and Paranormal Tech on e23. Its 39 pages contain rules for strange spacecraft, from the merely unorthodox (vessels with helicopter blades or ornithopter wings, really huge or tiny systems, etc.), through superscience (e.g., time- and dimension-spanning tech), to weird science (like etherics, perpetual-motion machines, and psi-tech) and even out-and-out magic (essential fuel and zombie spacecraft!). The heart of the book is 22 pages of new systems, design features, and design switches. However, you also get rules for using all this stuff, including notes on cosmologies where it all makes sense and movement rules for some of the more bizarre propulsion options. Rounding it out are the customary examples, categorized as "Magical Ships," "Steampunk and Weird-Science Ships," or "Bioships and Space Monsters." I think that says it all. This is probably the first Spaceships book you could use in a fantasy campaign or classic space opera . . .Your mount to the stars: |
Re: GURPS Spaceships 7: Divergent and Paranormal Tech
And it's PayDay Too!
And what a payday - Spaceships 7 aperitif - I like it, now I can have RAW stats for my geneered starhoppers! (lions and tigers and spacewhales, oh my!) DF8&9 main course and Frozen Hell dessert:) Took a while to read - so much material to play with! Delighted by the new Boost drive rules - now I have RAW for my alternate drive systems - Awesome. |
Re: GURPS Spaceships 7: Divergent and Paranormal Tech
Well that's Spelljammer, Space 1889, and Doctor Who covered. Also all those fighters that behave like space is filled with air, and the hypersails from Lieutenant Leary.
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Re: GURPS Spaceships 7: Divergent and Paranormal Tech
And all the modules, switches and features you'll need for Transhuman Space seem to be here too.
Some first-read quibbles: none of the modules have stats for SM+4, though I haven't looked close enough to see if anything isn't really covered by Spaceships 4, p. 37. And on gasbags, SM+10 gasbags are "superscience", though the Hindenburg would be SM+11 or so, and I can find serious proposals for much larger airships. |
Re: GURPS Spaceships 7: Divergent and Paranormal Tech
How well would this apply if not using the simplified system from Spaceships? I.e. if statting ships as characters, or using 3ed VE?
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Re: GURPS Spaceships 7: Divergent and Paranormal Tech
Sweet!
And I start my new job on Monday! |
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