GURPS Spaceships 2: Traders, Liners, and Transports – Taking Care of Business Intrepid space traders struggling to make a fortune – or just. So you’ve got a starship. Can you use it to make a fortune – or even a living? GURPS Spaceships 2 provides statistics and descriptions for dozens of. “GURPS Spaceships 2 provides statistics and descriptions for dozens of “This is the second volume in the GURPS Spaceships series by David Pulver.
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Fighters, Carriers, and Mecha brings greater detail to dogfights, from tiny-but-agile fighters to the carriers that ferry them into battle. Initial acceleration is done via antimatter drive and closer to target payload divides into dozens of chemical missiles that bear shrapnel some radio-transparent material to make harder for PD to lock on on them at the last stage of attack and can adjust trajectory to correct any errors in initial navigational calculations.
Even constant dodging can lead to mistakes accumulating in data due to problems with relative positioning. Especially if you want a reliable lock on target due to cost of such devices. They suffer no penalty to hit from high relative velocity. Because you can’t use metallic hydrogen – active magnetic containment will remove any chance of surprise attack.
Instead, their targets get a bonus to dodge them, modified downward by relative velocity and up by turn length. Now that 22 mention it 2d This is just a game design difference, and doesn’t really change the underlying statistics very much, but the base Gutps rules just make things effect that attackers chances for success, while defenders adjustments are very rare. Even without practical stealth in space, there’s a degree of resolution between a simple “contact” and a good target lock.
Orbital combat might use smaller hex sizes. There’s currently no rules in place to handle that. That’s really more strategic scale than what I had in mind for players, but even then you’ve got complicating factors. You need a spaceship. Armor can be much stronger than the core Eclipse Phase rules indicate, but a direct hit by a nuke or high velocity kinetic impactor will still one-shot even something as large as a destroyer. Combat Scales For deep space battles a hex size of 1, km and 3-minute or minute turn lengths is appropriate.
Exploration and Colony Spacecraft provides information on vessels designed to survey the stars, plus information on expeditions and exploratory hazards.
Tables modified to reflect this. GURPS already treats ships that are close enough as single group.
By the time you get information from them they might already be destroyed by PD and missiles that are supposed to come close to them to get updated information will need to rely on their own systems anyway. My guess is that it should be an Errata, it should read: Skill Based buy or gain skills. Only they will cost more. Steve Jackson Games Instagram: Surf our site for the files you want. Later installments in the series add new components and options that enable you to customize vessels and their roles to suit your campaign.
Spacecraft while, say, weapons which are slower and you could actually attempt, say, random walking maneuvers to avoid would be the equivalent of full Fray?
Spaceship Design and Combat: GURPS conversion
These derived rules offer a quick way to determine spaceshipw cargoes or passengers are available for. Easiest solution would be to use a loan calculator.
It doesn’t matter much for kinetic weapons on such speeds from what they are made of. Do you keep your radiators extended, risking them in the hopes of outlasting a more cautious enemy? Their most valuable effect is to deter opponents from deploying their radiators within a certain range. Preview of the PDF. It includes detailed rules for the cost of buying and running a spaceshils spaceship, as well as systems for using commercial vessels to make or lose!
The tradeoff between Isp and thrust is huge.
Railguns are spaceshiips and inaccurate but can be deadlier than nukes at high velocities. Having a more complex conversion for skills and using spacesips 2 or 3 d10 system would maintain the curve that GURPS is built around. At least not powerful enough to be a threat to a ship. I supported because… “because RPGGeek is a wonderful community and database to share fun and games with! Finally, the decile values allow easy conversion between base Eclipse Phase and a scaled up ship combat system.
Ships that want a rounded survivability will have to invest just as heavily in point defense and manuever. You can’t pack a powerful spaceshipx beam in small size.
It has been your support, financial and otherwise, that has allowed this site to become what it is today. Originally Posted by Tragain.
Originally Posted by Langy It’s because you’re talking about a higher-interest loan with a shorter lifespan.