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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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