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Old 01-28-2010, 01:48 PM   #11
Crakkerjakk
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

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Originally Posted by Rev. Pee Kitty View Post
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 on first read-through, I'd like to note that this has enough to let you build just normal ships. So not just spaceships, but if you wanted to have stats for you sky pirates game, or even just designing some normal merchant ships and maybe a dwarven ironclad or two, this has it.

I hesitated (all of 6 hours) to buy this book, but so far this is probably my favorite.
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Old 01-28-2010, 02:48 PM   #12
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

After seeing that list I can see this being used to do water navy type games, which would make for an interesting idea.
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Old 01-28-2010, 03:39 PM   #13
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

You can probably build helicopters and ornithopters with it too!
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Old 01-28-2010, 05:04 PM   #14
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

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Originally Posted by ciaran_skye View Post
After seeing that list I can see this being used to do water navy type games, which would make for an interesting idea.
It's not designed for water navy games. It lacks rules for flotation and water propulsion (the nautical hull is just for landings).

SPACESHIPS abstracts away volume. However, volume (of hull for flotation, etc.) and issues like body-superstructure design are key to watercraft designs.
I wouldn't recommend trying to use SPACESHIPS for anything but spaceships and the occasional mecha.
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Old 01-28-2010, 07:17 PM   #15
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

Love the TARDIS. And catapults for your spaceship! Spelljammer (tm) for GURPS is now here!
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Old 01-28-2010, 07:26 PM   #16
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

So, is this the one I need in order to stat out a flying car?

(As in, it looks like a car and acts like a car until you pull the steering wheel back, then it takes off... and reaches space after an hour of driving.)
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Old 01-28-2010, 07:50 PM   #17
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

So, would this be the one to get in order to possibly convert Space 1889 to Gurps?

That and the Tardis is certainly cool.

Sorry, failed to see posts in Gurps section where this question was answered.
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Old 01-29-2010, 12:13 AM   #18
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

So...

Vorlon ships, yea or nay?
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Old 01-29-2010, 12:41 AM   #19
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

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So...

Vorlon ships, yea or nay?
...Probably? It's been a while since I watched the series. What's the weird crap they can do that isn't covered in spaceships 1?
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Old 01-29-2010, 01:27 AM   #20
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Default Re: [New Release] GURPS Spaceships 7: The Weird One

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...Probably? It's been a while since I watched the series. What's the weird crap they can do that isn't covered in spaceships 1?
Mostly living ship. Though I'd guess that's just a feature...

I've seen mention of a space whale, so that's probably 90% of the way there.
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