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#1 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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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.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 01-29-2010 at 07:58 AM. Reason: reading time |
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#3 |
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Join Date: Dec 2007
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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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#4 |
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Join Date: Jun 2006
Location: On the road again...
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And don't forget Species-8279 (or whatever number it was) from the ST:Voyager season 2 cliffhanger.
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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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#5 |
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Join Date: Aug 2004
Location: Chillicothe, OH
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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. Last edited by tratclif; 01-28-2010 at 12:56 PM. |
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#6 |
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Join Date: Dec 2009
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How well would this apply if not using the simplified system from Spaceships? I.e. if statting ships as characters, or using 3ed VE?
8472. (>_>) Fluidic space didn't make much sense, but it was a fun idea :J
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If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
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#7 | ||||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#8 |
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Join Date: Nov 2008
Location: Yukon, OK
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Sweet!
And I start my new job on Monday! |
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#9 | |
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Join Date: Nov 2008
Location: Yukon, OK
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#10 |
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Join Date: Aug 2004
Location: In the UFO
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JTAS has an article I did on using the SPACESHIPS system with Traveller.
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Is love like the bittersweet taste of marmalade on burnt toast? |
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