GURPS Spaceships 7

2010 · Kildebok (regler/valg for å forbedre spillet)

GURPS Spaceships 7

This supplement expands spacefaring vessel design with divergent and paranormal technologies, including tachyon sails, digestive systems, magical power plants, and armor made from wood or orichalcum. It also presents rules for unusual settings and forms of travel, such as zombie spaceships, pseudo-atmospheric movement, and cosmic crystal spheres. Eight ready-to-use vessels demonstrate these options, including ether-crossing and psionically powered ships, along with two space monsters. The book expands the tactical combat rules with options for unconventional vessels and requires the GURPS Basic Set and GURPS Spaceships.

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