Quick rules clarification: Ordinary hydrogen is not a volatile system, antimatter-boosted hydrogen or metastable metallic hydrogen (HEDM) are the hydrogen's that go boom! No air in space means hydrogen plays nice compared to when it's on earth. I should also point out in some editions of Spaceships, the KE damage of guns is wrong (it's listed in normal, not decade scale). If the damage for 2cm listed under Conventional Warhead Damage Table (p. 68) says 6d×5, then you have a copy with the wrong damage. Thankfully correcting this is easy. Base KE damage is caliber (in mm) × 1.5 so a 2cm gun should have a base damage of 3d in decade scale. The min velocity for guns and missiles (p.59) might be wrong as well. If your book lists the min velocity for electromagnetic guns as three, then the figures are off. EM guns should be 2, Grav gun should be 5, TL 7-8 missile should be 1/3 or 1†, TL9-12 missiles should be 1 or 2†, the rest of the figures are correct.
Space.... Coooooombaaat! FWIW, I don't think I am ready for space combat. I built my game's ships based on Albedo (to keep it more realistic) with no FTL, FTL comms, laser weapons, or articial gravity beyond inertia. The party's ship is call "Eris's Tithe".
That's cool, I love that GURPS can just as easily handle the gritty space tech levels too. Space combat is definitely a heavy thing in GURPS and to be honest, more than I want to deal with I think too. So of course I house ruled it for my simple brain. Stay tuned, 3 part combat series coming up next. Thanks for watching as always!
Loving the Space content!
Quick rules clarification: Ordinary hydrogen is not a volatile system, antimatter-boosted hydrogen or metastable metallic hydrogen (HEDM) are the hydrogen's that go boom! No air in space means hydrogen plays nice compared to when it's on earth.
I should also point out in some editions of Spaceships, the KE damage of guns is wrong (it's listed in normal, not decade scale). If the damage for 2cm listed under Conventional Warhead Damage Table (p. 68) says 6d×5, then you have a copy with the wrong damage. Thankfully correcting this is easy. Base KE damage is caliber (in mm) × 1.5 so a 2cm gun should have a base damage of 3d in decade scale. The min velocity for guns and missiles (p.59) might be wrong as well. If your book lists the min velocity for electromagnetic guns as three, then the figures are off. EM guns should be 2, Grav gun should be 5, TL 7-8 missile should be 1/3 or 1†, TL9-12 missiles should be 1 or 2†, the rest of the figures are correct.
Space.... Coooooombaaat!
FWIW, I don't think I am ready for space combat.
I built my game's ships based on Albedo (to keep it more realistic) with no FTL, FTL comms, laser weapons, or articial gravity beyond inertia.
The party's ship is call "Eris's Tithe".
That's cool, I love that GURPS can just as easily handle the gritty space tech levels too.
Space combat is definitely a heavy thing in GURPS and to be honest, more than I want to deal with I think too. So of course I house ruled it for my simple brain. Stay tuned, 3 part combat series coming up next. Thanks for watching as always!
your content is totaly awsome ever
Thank you so much for watching!
Not loving the Space content!
LOL view count would suggest no one does. Ah well, I love space