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Steve Jackson Games
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GURPS Spaceships 7: Divergent and Paranormal Tech introduces dozens of new options for spacefaring vessels, allowing them to go where no traditional technology has gone before! Now shipwrights can add tachyon sails, digestive systems, magical power plants, armor made of wood or orichalcum, plus other strange and wonderful innovations. This supplement also provides new rules for unusual or divergent settings: zombie spaceships, pseudo-atmospheric movement, cosmic crystal spheres, and more. Finally, it includes eight ready-to-use vessels that demonstrate the weird options here, such as the ether-crossing Soul Slaver; the psionicly powered psi-jammer; and a spaceship that's the upper torso, head, and arms of a dead god! It also discusses two more "ships" that are actually space monsters – wise captains avoid angering space whales . . .
With this information, the only limit is your imagination – and even that's not an absolute barrier.
This is the seventh volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. It expands on the tactical combat rules presented in GURPS Spaceships 3: Warships and Space Pirates, adding new options suitable for unusual space vessels.
Written by David L. Pulver