By David L. Pulver
Spaceship sourcebook for GURPS 4th Editon
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Players like to recount their most enjoyable exploits in on-line play, particularly their moments of maximum problem, ability, and good fortune. those narratives usually resemble tales that actual squaddies may inform upon strolling back from conflict. notwithstanding, just like the video games that encourage them, which in flip replicate the depiction of conflict in movie, they're without the horrors of actual battle; as a substitute, they impart subject matters of honor, glory, sacrifice, and intrigue.
The Fireborn video game Master's instruction manual includes the entire principles and recommendation you want to run your individual Fireborn crusade. This booklet supplies the instruments to teach your gamers epic experience within the mythic age or topic them to darkish mysteries in glossy London. It includes atmosphere info for London, in addition to information on 4 epochs from the mythic age, in addition to suggestion on the right way to run a Fireborn crusade, how you can use flashbacks to their fullest, ideas for karmic goods and taint, and many characters and creatures for use as associates or foes.
Airborne dirt and dust to Dust!
Discover the secrets and techniques of scuffling with the undead with Pathfinder participant spouse: Undead Slayer’s guide! From senseless zombies to diabolical liches, the undead horrors of Golarion are as assorted as they're numerous—and slayers of all walks are had to go back those dread monsters to their graves. grasp a number of the strategies had to establish and conflict timeless foes, no matter if you’re a knightly order’s specialist exorcist, a student pursing wisdom the undead own, or a rogue undead hunter with purposes your entire own.
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Written through Dennis Baker, Jay Loomis, Alex Putnam, Adam Roy, Tork Shaw, and Larry Wilhelm
Cover artwork via Michal Ivan
Additional resources for GURPS Spaceships (4ed)
No extra cost if this is standard feature of the setting’s stardrives, otherwise twice the combined cost of both drives. CREW Suggested crew requirements are given below. Bridge crew, gunners, and administrators may be sapient computer programs; others must be live or robots. On vessels organized on hierarchical lines, 10% of the technicians and most of the bridge crew are usually officers, often provided with better quarters. Control Room Crew One per control station. If there’s only one or two control crew, they’re usually styled as a pilot and co-pilot.
A is the spacecraft’s acceleration in G. The spacecraft will normally spend the same time decelerating. 3 hours accelerating to cruising speed near Mars. In the process, the occupants experience a gentle one-half of an Earth gravity acceleration. The ship will need to decelerate for the same time at the other end of its trip. 2. Distance Traveled during Boost An additional complication that is important during short voyages is the distance that was traveled during the acceleration and deceleration phases of the journey.
A spacecraft that is already in low orbit uses delta-V equal to about 30% of escape velocity to break orbit. This is about 2 mps to leave Earth orbit. A winged or contragravity lifter-equipped spacecraft with jet engines (or reaction engines with the ram-rocket design feature) in a very thin or denser atmosphere (p. B249) needs less delta-V to reach orbit or escape velocity. First calculate air speed (see Air Performance, p. 35) using only the jet engine or ram-rockets; then divide mph by 3,600 (giving air speed in mps); then subtract this from required delta-V.