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#1 |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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One of the funniest campaigns I've ever GM'd was set in the Star Wars universe using GURPS. I'm thinking of continuing the campaign were we left off and one thing that I'm missing is spaceships for the campaign. Though the PC's did have a ship; it didn't really see much action, and I would want to change that. I've toyed around just a little bit with GURPS: Spaceships but havn't really come very far.
So I'm wondering if anyone have toyed around with X-Wings and TIE's using Spaceships, and if so; if anyone would be interested in posting the results ? |
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#2 |
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Join Date: Oct 2008
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I have only toyed with old republic era fighters.. and even then the ones I built are way off canon, as I have more tried to maintain the "feel" han the official figures.
As by canon the ships are impossibly fast, but in the actual films/games way slower.. As an exanple x-wing fighters are described as having an acceleration of 3,700 G, but the observer accelerations in the films were in few G.. |
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#3 |
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Join Date: Jul 2008
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There are fairly obvious X-wing and Tie fighter counterparts to be found in Spaceships 4. They may or may not be useful, depending on what interpretation you want to go on. Star Wars movie dynamics are possibly inconsistent and at best very weird.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#4 |
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Join Date: Sep 2004
Location: Southeast NC
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You've also got to deal with the crazy scaling. The Executor would be something on the order of SM+20 or so.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#5 |
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Join Date: Jan 2005
Location: Vancouver, WA
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And scaling at the low end. Some of the SW fighters are pretty small. Spaceships is a cool system but, with SW, you might want a system that's a little more hand-wavy.
M |
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#6 |
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Join Date: Jun 2006
Location: On the road again...
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For Star Wars spaceships, you definitely want to avoid using their "official" accelerations. In fact, I'd go so far as to divide the "official" ones by 100 to get an acceleration to shoot for.
You may want to build them using pseudo-velocity rules, using the MGLT ratings on Wookieepedia (taken from various video games) as a better feel for relative velocities.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#7 |
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Join Date: Oct 2008
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In my Starwars game I use "movie physics" for spacehips. (That is they turn around and such like airplanes instead of having vectors)
I have built 6 early republic era fighters with spaceships, but I have modified them on purpose. The idea being to try to capture the feel of the originals and make them all have some role and such, instead of trying to recreate faithfully. You can see what I use here: http://hups.kivinen.iki.fi/k2009:fighters I do not use decade scale so all numbers given in normal scale. |
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#8 | |
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Join Date: Jun 2005
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Quote:
...So until someone brings me proof that the X-wings NEED to go that fast because otherwise they couldn't get around Yavin fast enough...I'll use my numbers of a few Gs acceleration.
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#9 | |
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Join Date: Oct 2008
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Quote:
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#10 |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Ok thanks. I found that the easiest way of doing it is to simply convert the D20 spaceships and use GURPS weapons, HP's and DR.
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| spaceships, star wars |
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