13
Nov
Posted by David Miller as RPGs
With the arrival of volume six, I thought now would be a good time to review the wonderful resource that is the GURPS Spaceship series:
- GURPS Spaceships—introduces the modular ship design rules.
- Traders, Liners, and Transports—spacecraft for carrying passengers and cargo, with rules for purchasing spaceships and profiting from commerce.
- Warships and Space Pirates—featuring a number of ships focused on war, and providing expanded rules for tactical combat.
- Fighters, Carriers, and Mecha—small combat craft and the ships that carry them, plus enhancements for the basic space combat rules to accommodate small-ship cinematic action.
- Exploration and Colony Spacecraft—for deep space travel, with rules for survey and first-contact missions.
- Mining and Industrial Spacecraft—to exploit the resources of space, including salvage, plus rules for repairing and upgrading existing ships of all types.
Next will be Strange and Alien Spacecraft, then Transhuman Spacecraft.
So if you had 1 and 4, or 1 and 6 that would be enough? Do you need GURPS: Space as well?
Correct, number 1 introduces the basic mechanics. You need that one to make any of the rest usefull. It is a great book on its own and is also the one available in print. GURPS Space is not needed for the Spaceships series but is a tremendous resource in its own right—describing lots of options for justifying FTL travel, presenting ideas for interstellar adventure, and offering a solar system construction process that can be followed in every detail or used just as insipration.