GURPS SPACESHIPS 2 PDF

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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In lieu of the spaceship book that is gyrps down the pipeline, GURPS Spaceships offers a self-contained and realistic ship construction system, easily able to accommodate the Eclipse Phase setting. In separating turns into distinct crew member phases, it also keeps the action and drama at the character level rather than subsuming them in a seemingly unrelated sspaceships game. Finally, the decile values allow easy conversion between base Eclipse Phase and a scaled up ship combat system.

A full layout of all the rules in GURPS Spaceships is beyond the scope of this document, which lists only converted figures and the rules amended specifically for compatibility. Warships and Space Pirates. Where doing so resulted in wonky numbers, modifiers were rounded to the nearest spaceshipw most thematically appropriate whole number. This helps align size categories to the ones already present in Eclipse Phase.

Tables modified to reflect this. Anything spacdships a functioning engine can dodge, modified by its handling. They suffer no penalty to hit from high relative velocity. Instead, their targets get a bonus to dodge them, modified downward by relative velocity and up by turn length. This is to solve the problem in standard GURPS whereby kinetics suffered enormous base accuracy penalties even against stationary targets.

Probabilities to spacesyips remain the same, but ponderous targets more vulnerable than maneuverable ones. Salvo tables handle large numbers of attacks with fewer dice rolls.

For deep space battles a hex size of spaceahips, km and 3-minute or minute turn lengths is appropriate. Orbital combat might use smaller hex sizes. Feel free to adjust the scale if ships have out of the ordinary spaceship, or for “surprise” encounters at close range. Plugging the Eclipse Phase technology through the ship designer, some things become immediately apparent.

The thrust rating of fusion and antimatter plasma rockets is much lower than that of the Eclipse Phase spacecraft descriptions, while chemical and metallic hydrogen gudps are mostly the same. The tradeoff between Isp and thrust is huge. This limits tactical maneuver by interplanetary gutps and prefigures a kind of carrier warfare in which these craft deploy swarms of high-thrust assets. Armor can be much stronger than the core Eclipse Phase rules indicate, but spacedhips direct hit by a nuke or high velocity kinetic impactor will still one-shot even something as large as a destroyer.

Ships that want a rounded survivability will have to invest just as heavily spaceshipw point defense and manuever. Wpaceships are slow and inaccurate but can be deadlier than nukes at high velocities. The choice of relative velocity is itself a tactical decision with its own tradeoffs, with kinetic-happy and risk-prone gurpw seeking a fast approach.

Lasers even UV have weak damage, limiting their offensive utility to precision strikes on small targets and exposed systems.

Their most valuable effect is to deter opponents from deploying their radiators within a certain range. Nanofactories allow ships to alter their assets and capabilities on the fly, allowing them a great degree of adaptation. Strategy centers on correctly guessing your enemy’s capabilities while concealing your own, and in correctly timing the deployment of scarce resources.

Do you bet on a long-range missile strike, or wait to knock out their point defenses with beam weapons? Do you keep your radiators extended, risking them in the hopes of outlasting a more cautious enemy?

Place more drones in spacwships deployment, or reserve them as a trump card? There is also a neat rock-paper-scissors dynamic between the different types of weapons and their ideal countermeasures, with armor countering lasers, point defense countering missiles and maneuver countering railguns. Particle beams have all the speed of lasers with much higher damage; the counter to them is stay outside their short range.

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The rules regarding these roles are detailed here only when they have been changed. This modified system uses 1d10 for skill rolls rather gjrps 1d For converting base Eclipse Phase skills, divide by 10 and round to the nearest number eg a skill of 63 becomes 6, 37 becomes 4 etc.

I’m a little skeptical of changing a 3d6 system to a 1d10 system, the normal to flat curve makes a pretty noticeable difference at the extremes. Having a more complex conversion for skills and using a 2 or 3 d10 system would maintain the curve that GURPS is built around. This is just a game design difference, and doesn’t really spacezhips the underlying statistics very much, but the base EP rules just make things spacfships that attackers chances for success, while defenders adjustments are very rare.

Now that you mention it 2d10 would actually make conversion easier, being that avg. If you’re referring to railguns and dodge bonuses, I’d like to find some way to represent the fact that their difficulty hitting comes from being slow, dumb and easy to dodge, rather than difficult to aim. They should be perfectly capable of striking a “stationary” target from very far away, but easier for mobile targets to dodge than either beams or missiles.

Spaceship Design and Combat: GURPS conversion

Relative velocity and turn length are already compromises; the real determinant is simply time to closure, but that’s harder to model and would require tracking each salvo’s “time on table”. While roll at all? Any ship computer should be able to create a firing solution without much trouble.

Unless there is some complex gravity fields in the way. 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? An EP Homebrew Blog http: Anything that would obviate the need for a roll with ship-scale weapons could reasonably do so with personal weapons in the base game as well, assuming you had the right software and enough processing power.

So why roll for anything? Sensors don’t have perfect resolution, and that matters when you need accuracy within a few meters from thousands or tens of thousands dpaceships km away. Same with railguns and missiles. Railguns in particular are slow and you’d have to saturate a huge volume of space to cover the entire maneuver manifold of an accelerating target.

Thus a margin of error, represented by the roll. As transhuman reaction speeds are not up to snuff in this environment, it’s assumed that any AGI or transhuman egos are receiving support from a multitude of redundant weak AI, like with practically every other item in the game.

Factions that eschew this level of automation Jovians, and maybe Lunar-Lagrange Spaceshipss have larger crew requirements, because one mind doesn’t have the support necessary to control and recalculate firing solutions for 30 laser turrets in real time. The ship’s computer spacesgips basically just a suit around whatever mind is driving.

Yeah that sounds like a better solution. I think missiles should still attack against half-pilot because they can chase, so railguns are impeded by target nimbleness to a greater extent than other weapons. There’s currently no rules in place to handle that. One thing that’s missing from GURPS is how to handle spzceships drone-centric force composition suggested by Sandberg’s analysis and confirmed by Jack Graham.

Or treat them as a scaled spaceshps microbot swarm. That’s assuming that drones of a similar kind should operate in localized swarms, and not spread out to the tune of 1 drone per km.

Starships By Tl – GURPS Repository

I suspect that like swarms this is limited by their comms range. Eclipse Phase lists an open range of km for vehicle size radios and radio boosters.

Military targets without drives is kill-sats or spy-sats. Which either designed to be close and personal or too have size much bigger than a few meters. The same restrictions on sensors apply to them too so they can’t effectively do anything from a distance then there is still a chance that your kinetic attack misses. If you absolutely need to take them out from half the Solar system it’s probably better to use an autonomous missile with minimal fuel load which can adjust it’s trajectory after getting into close range.

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Additionally you can get shrapnel instead of simple slug as your payload. And again targets with armour good enough to stop shrapnel will have much bigger size than a few meters. If roll is absolutely needed due to current situation in the game it maybe better to use Navigation as a skill to determine if you can hit your target.

Cause it will have much more to do with using gravity slingshots and accounting for other effects with which space ships normally deal on their journeys.

GURPS Spaceships 2: Traders, Liners, and Transports

GURPS already treats ships that are close enough as single group. It is further established in other Spaceships book about tactical combat with hexes. Really small drones will have 1 or less HP in Spaceship scale and will be on scale of ‘simple’ missiles. Only they will cost more. Though how good are they depends on composition of opponents fleet. Heavy laser or even raser based fleets won’t be that easy to overwhelm with drones or missiles and will have much bigger range of direct attack.

Gjrps that lasers and I think even UV-lasers?

So armour still will be needed. Any margin of error implies the controlled randomness of a roll, whether that’s an infomorph or an autonomous gunnery AI.

Even without practical stealth in space, there’s a degree of resolution between a simple “contact” and a good target lock. Jockeying for good sensor resolution through drone deployment while denying it to the opposing side is pretty central to the tactics. That’s one of the few offensive uses for lasers; not to directly damage heavy targets, but to reach out and quickly pluck small weak targets out of the volume. Do you mean that larger weapons can’t do anything to them, or that they don’t have the sensors to fire back?

Lasers and shrapnel kinetics designed to fill a volume which are already included in GURPS under “proximity detonation” could certainly be used to clear them out; just not with perfect accuracy. This could be played out in a strictly deterministic fashion, but normally the game handles randomness with rolls. This is also why they are so vulnerable to jamming. Your point about interplanetary weapons is certainly true.

It’s mentioned in the lore that the Titanians were planning to acquire antimatter IPW’s. That’s really more strategic scale than what I had in mind for players, but even then you’ve got complicating factors.

The missile would be seen clear across the system, prompting long-range countermissiles, necessitating a point defense escort for the original missile, and then anti-point defense assets for the countermissiles, and then before long you’re back to having an encounter between heterogeneous fleets.

They still treat them as separate ships that must be independently targeted. I’m thinking of representing drone swarms as a single object with a single dHP, size modifier the size of the average component, does not have separate systems, does not roll for system damage, and no separate facings. Hard to destroy with normal kinetics or nukes, but vulnerable to proximity shrapnel and lasers, and suffers degraded function if jammed. To destroy it you need to reduce dHP to zero.

Lasers in base EP are stated as infrared though could presumably be frequency doubled to visual green.