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Old 10-12-2009, 02:43 PM   #31
David L Pulver
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Default Re: GURPS Spaceships 5: Boldly Going

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Originally Posted by Kale View Post
I liked the probe rules; I was working on a 'first in' scout ship design and had put two missile tubes on it assuming probes would be fired from them. The probe rules were very timely for me as a result.
Also, all the exploration and contact tasks are very handy. I liked how they were laid out like the abstract combat system's phase tasks. The consistency of the overall series is very nice..
That's good! Glad it's useful to you.
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Old 10-12-2009, 05:55 PM   #32
Peter Knutsen
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Default Re: GURPS Spaceships 5: Boldly Going

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Originally Posted by David L Pulver View Post
That's good! Glad it's useful to you.
I haven't bought SS5 yet, but it's a good thing that it at least does have some kind of probe and probe launcher system. That's rather useful for scout ships.
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Old 10-12-2009, 06:17 PM   #33
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Default Re: GURPS Spaceships 5: Boldly Going

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Originally Posted by Peter Knutsen View Post
I haven't bought SS5 yet, but it's a good thing that it at least does have some kind of probe and probe launcher system. That's rather useful for scout ships.
The kicker is it also gives rules for using the probes as improvised missiles in a pinch. This could be handy for a desperate, outgunned scout ship trying to make a run for it.
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