RULE CHANGES
OR EMPHASIS
WHAT IS NEEDED:
I
tried to the best of my ability to keep the game streamlined and simple.
Unfortunately, GURPS inherently prevents this. I will be open and
admit I am not a huge fan of the system, but was voted out by my group
when I designed the game. Over the course of three years of roleplaying,
I slowwwwly warped the game to be as close to what I want it to become.
As a result, only TWO books are required to play: GURPS Basic Rules
obviously as well as GURPS Space which couldn't be avoided. Everything
else is included below. The first is the changes made to the "Basic"
system the "Space" follows after. Read them al very carefully because
there are some hefty changes made to the system.
BASIC RULES
ARMOR(P72):
PD:
--Is added to the Dodge roll.
It can be a dodge itself…being automatic, no matter what. A role of 3 or
4 is an automatic dodge.
DR:
--Is subtracted from the damage
of the weapon. Every shot that hits removes one DR.
DODGE:
--Is a skill using the base
Dexterity, NOT Movement. It is rolled for each attacking roll…not
for each bullet.
--The success plus 1 is subtracted
from the attacker role.
COMBAT (95-125):
ACTIONS:
--Moving can be done automatically
with no penalty but attacks are at -1 and defenses are at +1 for every
point of movement.
--Changing Position can be
done automatically with no penalty but attacks are at -2 and defenses
are at +2.
--Readying a weapon takes
one action…it can be fired without a penalty if a Quick draw skill is made.
Otherwise, it is -4.
--Reloading takes an action…no
matter what…whether one bullet or one clip.
--Aim must be the only thing
done…any other action spoils the bonus. The first round is to prevent
the -4 SS penalty.
--Attack allows one firing
of a weapon still allowing a dodge.
--All-Out Attack can have
two attacks or a +2 to hit or a +2 damage. No dodge allowed.
--All-Out Defense can have
two defense roles per attack but no actions.
--A Critical Success when
firing an automatic weapon results in ALL shots hitting…OR all shots that
hit do maximum damage.
--Grenades and ALL weapons
that are explosive do the rolled damage to the targeted hex and all subsequent
hexes around it.
--The next hex out does ¼
damage and the next Hex out past that does ¼ of that.
--If a weapon days it is double
or triple explosive range, then it does full damage to two and three hexes
out and does ¼ two and three hexes past that and so forth.
--All attacks are done simultaneously.
Unless one gets surprise on the other (or fastdraw successfully won), both
teams get to fire, initiative no longer applies.
--A weapon can moves its ROF
to another target. Every target has a –4 to hit. The BV can
be split however the shooter wishes. The higher the ROF, the better.
A weapon with a ROF of 10 can shot ten targets, but one shot each at –4.
PENALTIES TO HIT:
| Bad Light: -1 to -9 |
Footing: -2 |
Swimming: -6 |
| Strange Position: -2 or more. |
Blind: -6…Suddenly: -10 |
One Eye: -2 |
| Clothes on Fire: -2 |
Crawling: -4 |
Crouching: -2 |
| Sitting: -2 |
Off-Hand Attack: -4 |
Maximum Range: -8 |
| ½ Damage Range: -4 |
Defender Moving: -1 / Mvmt. |
ST penalties: -1 for each point. |
| Unstable Ground: -2 |
Knocked Down Previously: -8 |
Attacker Moving: -1 per Mvmt |
| Target lying prone: -4 |
Target Crouching: -2 |
Wounded: -Dam of preceding turn halved |
| Target half exposed: -4 |
Target lying behind cover: -7 |
Two weapons (each hand): -4 |
| Severe Wounds: Half Skills. |
Holding a 2-handed with 1: -4 |
|
Multiple firings: First shot:-2
Every additional: -4, -6, etc. |
Target behind someone else: -7 |
Target’s Shoulder’s
exposed: -4 |
| Target Behind Light Cover: -3 |
Target head exposed only: -5 |
Bracing a weapon: +1 |
| Pop up attack: -4 |
Unfamiliar Weapon: -4 |
Targeting weapon: -5 |
| Ship-to-Man: -10 |
Man-to-Ship: +5 |
|
DAMAGE:
--Natural Critical Successes
(a roll of 3) does Maximum Damage OR all shots hit.
--Critical Successes can only
be countered with Critical Successes…The defender will always win.
--Being reduced to a Health
of zero results in a Health role to maintain consciousness. Only
when at a fully negative Health is the character close to Death.
RANGED WEAPONS:
--Snapshot must be lower than
the adjusted to hit number to avoid the -4 penalty.
--Accuracy Modifier is only
if one round is taken to aiming. Every subsequent round adds +1
--For Rate of Fire, for every
point succeeded, one additional shot hits for the total ROF of the weapon.
GURPS SPACE
STARSHIPS
(P78-90)
STRESS RATING:
--All ships are 2G stress
rated
POWER PLANT:
--Power plants go up to Fusion
plant (TL10+).
--Antimatter (TL 11) are still
being experimented on.
MANEUVER DRIVES:
--Reactionless Drives (TL
9+)
--All ship’s G-rating is the
same as their Hypertransit drive speed ( 2.1 parsecs / hour = 2.1 G rating)
H: Hours
D: Days
W: Weeks
M: Month
| Distance |
0.5G |
1.0G |
1.2G |
1.4G |
1.6G |
1.8G |
2.0G |
2.2G |
2.4G |
2.6G |
2.8G |
3.0G |
3.2G |
| 0.2 AU |
2.5d |
31h |
27.9h |
25.1h |
22.5h |
22h |
19.8h |
17.8h |
16h |
14.4h |
13h |
11.7h |
10.5h |
| 0.5 AU |
4d |
2d |
1.8d |
1.6d |
36h |
34h |
30.6h |
27.5h |
24.8h |
22.3h |
20h |
18h |
16.2h |
| 1 AU |
9.6d |
2.8d |
2.5d |
2.3d |
2.2d |
2d |
1.8d |
38.8h |
34.9h |
31.4h |
28.3h |
25.5h |
23h |
| 2 AU |
8.2d |
4.1d |
3.7d |
3.5d |
3.1d |
2.8d |
2.5d |
2.4d |
2.2d |
1.9d |
1.7d |
36.7h |
33h |
| 5 AU |
1.8w |
6.3d |
5.7d |
5.2d |
4.7d |
4.5d |
4d |
3.6d |
3.2d |
2.9d |
2.6d |
2.3d |
2.1d |
| 10 AU |
2.6w |
9d |
8.1d |
7.3d |
6.6d |
6.3d |
5.7d |
5.1d |
4.6d |
4.1d |
3.7d |
3.3d |
3d |
| 50 AU |
5.8w |
2.9w |
2.6w |
2.3w |
2.1w |
2w |
12.6d |
11.3d |
10.1d |
9.1d |
8.2d |
7.4d |
6.7d |
| 100 AU |
2m |
1m |
3.5w |
3.2w |
3.1w |
2.9w |
2.6w |
2.3w |
2.1w |
1.9w |
1.7w |
10.7d |
9.6d |
HYPERTRANSIT:
--A simple FTL Hyperdrive.
WEAPONS:
--Ship weapons are x10 to
anti-personnel.
SPACE COMBAT
(P 91 - 96)
THE BATTLE:
--Phase 1:
--Contest of tactics still apply.
--Each side roles tactics. The winner can either shift up the damage
table
once in an attack or down one in defense.
--A Critical Success does both.
--Phase 2:
--Assign Firepower.
Extremely Aggressive: +50% to effective Firepower of ship’s
weapons;
-4 to ships maneuverability or DF +2
Aggressive: +25% to effective Firepower of ship’s weapons;
-2 to ships maneuverability, or DF +2
Per Doctrine: No Modifiers.
Defensive: -25% to effective Firepower of ship’s weapons;
+2 to ships maneuverability or DF -2
Extremely Defensive: -50% to effective Firepower of ship’s weapons;
+4 to ship's maneuverability or DF -1.
--Phase 3:
--Point Defense Gunnery.
--Each side can fire upon missiles fired previously. The first shot
is free,
additional shots suffer a consecutive -2 penalty.
--Phase 4:
--Computing Attacks
--A starship piloting role is required by the defender.
--The attacker rolls starship gunnery
--Whoever succeeds the greatest wins.
--A defending critical success is automatic miss and the next round has
a
+4 bonus to maneuverability.
--A defender critical and an attacker critical success will double effective
firepower.
--An attacking critical failure is an automatic miss a -4 to hit next round.
COMBAT RESULTS
Odds
Die Roll, as modified
| FP to DF |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
| 5 - 1 |
1/0/0 |
-- |
-- |
-- |
-- |
-- |
-- |
| 10 - 1 |
1/1/0 |
1/0/0 |
-- |
-- |
-- |
-- |
-- |
| 20 - 1 |
2/1/0 |
1/1/0 |
1/0/0 |
-- |
-- |
-- |
-- |
| 50 - 1 |
2/2/0 |
2/1/0 |
1/1/0 |
1/0/0 |
1/0/0 |
-- |
-- |
| 100 - 1 |
3/2/0 |
2/2/0 |
2/1/0 |
1/1/0 |
1/0/0 |
1/0/0 |
-- |
| 200 - 1 |
3/2/1 |
2/2/1 |
2/2/0 |
2/1/0 |
1/1/0 |
1/0/0 |
1/0/0 |
| 500 - 1 |
3/2/2 |
3/2/1 |
2/2/1 |
2/2/1 |
2/1/1 |
1/1/1 |
1/1/0 |
| 1 000 - 1 |
3/3/3 |
3/3/2 |
3/2/2 |
2/2/2 |
2/2/1 |
2/1/1 |
1/1/1 |
--Phase 5: --Unchanged
except a roll of 17 0r 18 is a critical failure and scaled the damage
up one level. Critical Failure on the heavy Damage table destroys
the ship.
--Repair cost is calculated by rolling 1D6 x 10 000 for Light damage.
100 000 for Medium damage.
1 000 000 for Heavy damage.
--Phase 6:
--All characters roll for Survival (Health) with the following penalties:
Combat Reflexes +2
Vacc Suit +2
** Damage: -5
Degree of Damage: Light: 0
Medium: -1
Heavy: -3
More than one Heavy: -3
Ship Size: 100 000 + +2
50 000 + +1
10 000 + --
5 000 + --
1 000 + -1
Under 1 000 -2
Non-Military -2
--Damage sustained are as follows:
Made by 1+ or a critical success unhurt
Made Exactly 1 hit
Missed by 1 or 2 2 hits
Missed by 3 or 4 1d +1 hits
Missed by 5 or 6 Two 1d wound
Missed by 7+ or a critical failure Two 2d wounds
SKILLS:
OLD AND NEW
SKILL
TYPE / LEVEL DEFAULT
Accounting M /H IQ-10
Acting M/A IQ-5
Acrobatics P/H DX-6
Administration M/A IQ-6
Alchemy M/VH None
Animal Handling M/H IQ-6
Anthropology M/H IQ-6
Area Knowledge M/E IQ-4
(By Specific Planet)
Archeology M/H IQ-6
Architeture M/A IQ-5
Armory M/A IQ-5, Weapon -6
Artist M/H IQ-6
Astrogation M/A None
Biochemistry M/VH Chemistry –5
Boating P/A DX-6
Botany M/H IQ-6
Brawling P/E None
Breath Control M/VH None
Camouflage M/E IQ-4
Charm M/H IQ-5
Chemistry M/H IQ-6
Climbing P/A DX-5 or St –5
Computer:
Operation M/E
IQ-4
Programming M/H
None
Cooking M/E IQ-4
Criminology M/A IQ-4
Cryptography M/H IQ-6
Dancing P/A DX-5
Demolition / Disposal M/A IQ-5
Detect Lies M/H IQ-6
Diagnosis M/H IQ-6
Diplomacy M/H IQ-6
Disguise M/A IQ-5
Driving:
Motorcycle P/A
IQ-5 or DX-5
Auto P/A
IQ-5 or DX -5
Air Car P/H
IQ-6 or DX -6
Swamper P/A IQ-5
or DX-5
Crawler P/A
IQ-5 or DX-5
Sandstorm P/A
IQ-5 or DX-5
Tank P/A IQ-5 or DX-5
Ecology M/H IQ-6
Electronics Operation
Security / Surveillance
M/A IQ-5
Sensors M/A IQ-5
Communications M/A IQ-5
Weapons M/A IQ-5
Computers (See above)
Ship Systems M/A IQ-5
Robotics M/A IQ-5
Engineering
Computers M/H
None
Weapons M/H None
Sublight Drives M/H
None
Force Screen M/H
None
FTL Drives M/H None
Ship Systems M/H
None
Automotive M/H
None
Robotics M/H None
Escape P/H DX-6
Exoskeleton M/A
IQ-5, DX-5, Vacc Suit-3
Fast Draw P/E None
Fast-Talk M/A IQ-5 or Acting –5
First Aid M/E IQ-5
Fishing M/E IQ-4
Forensics M/H Criminology -4
Forgery M/H IQ-6,
DX-8, Artist –5
Free Fall P/A DX-5, HT-5
Gambling M/A IQ-5
Genetics M/VH Biochemistry-5
Geology M/H IQ-6,
Rock Gopher-6
Hide (Conceal) M/A IQ-5
History M/H IQ-6
Interrogation M/A IQ-5
Judo P/H None
Karate P/H None
Knife P/E DX-4
Languages (PTL) M/H None
Law M/H IQ-6
Leadership M/A ST-5
Lip Reading M/A Vision-10
Linguistics M/VH None
Literacy (PTL) M/H None
Literature M/H IQ-6
Lockpicking M/A IQ-5
Mathematics M/H IQ-6
Meteorology P/E IQ-5
Musical Instrument M/H None
Navigation M/H None
Nuclear Physics M/VH None
Parachuting P/E DX-4, IQ-6
Performance M/A IQ-5, Acting-2
Photography M/A IQ-5
Physician M/H First Aid –11, IQ-7
Physics M/H IQ-6
Physiology M/VH IQ-7
Pickpocket P/H DX-6
Piloting
Assault P/A DX-6 or other Pilot skill-8
Cruiser P/A DX-6 or other Pilot
skill-8
Fighter P/A DX-6 or other Pilot skill-8
Freighter P/A DX-6 or other Pilot skill-8
Mule/Mid Range P/A DX-6 or other Pilot
skill-8
Planetology M/H Geology-6, IQ-5
Poetry M/A IQ-5
Poisons M/H IQ-6, Chemistry-5
Politics M/A IQ-5, Diplomacy-5
Prospecting M/A IQ-5,
Geology-4,
Rock Gopher-5
Psychology M/H IQ-6
Riding P/A DX-5
Rock Gopher M/A Geology –4, IQ-5
Scuba M/A IQ-5, Swimming-5
Sculpting P/A Dx-5, IQ-5
Sex Appeal M/A HT-3
Shadowing M/A IQ-6, Stealth-4
Ship Recognition M/A IQ-5
Sign Language M/A None
Singing M/A HT-4
Ship Building / Design M/A IQ-5
Skiing P/E DX-4
Speed Load P/E None
Sports (By Type) P/A DX-5 or ST-5
Stealth P/A IQ-5, DX-5
Strategy M/H IQ-6, Tactics-6
Streetwise M/A IQ-5
Stock Market M/H IQ-6
Seduction M/H IQ-6, HT-4
Surgery M/VH Physician-5, Physiology-8,
First Aid-12
Survival (By Type)
Winter M/A IQ-5
Water M/A IQ-5
Desert M/A IQ-5
Space M/A IQ-5
Jungle M/A IQ-5
Swimming P/E ST-5, DX-4
Tactics M/H IQ-6, Strategy-6
Teaching M/A IQ-5
Theology M/H IQ-6
Throwing P/H DX-4
Tracking M/A IQ-5
Traps M/A IQ-5, DX-5, Lockpicking-3
Vacc-Suit M/A IQ-6
Veterinary M/H Medical Skill-5
Wardrobe&Style M/A IQ-5
Weapons:
Beam P/E DX-4, Weapons
-6
Slug P/E DX-4
Whip P/A None
Writing M/A IQ-5
Xenobiology M/A None
NEW
RULES
TUG RULES:
Pull
Rating: The Pull rating (also
towing rating) is subtracted from the ship's tonnage, if the number is
negative, no speed adjustment is necessary. If it is above, the percent-age
of tonnage above the limit than below is subtracted of the Velocity of
the Mule. In fact a Mule can tow a lot more than its pull rating...It
is just really slow.
Cables:
Cable can tow 20 000 tons.
Even though one can pull a carcass, three need to towed minimum for sta-bility.
Two might be used, but one is useless. It won't break but the ship
will bounce everywhere.
Fuel:
Fuel efficiency is choppy.
The maximum range divided by the distance moved is how much is used up.
Either way, you subtract the distance traveled from the cur-rent Range
left. Fuel costs $50 per parsec. This doesn't seem much but
when you travel 5000 parsecs, you will fork out $250 000. Fuel can
be bought at every medium and larger colony, every skybase, and ever major
port. Everything else (Astrolab small colonies, etc) can supply half
of what is needed.
Fighting:
Fighting while still attached
is very hard. Detaching with cables takes several seconds but tractor beams
can disengage immediately. Maneuverability while attached goes as
follows: For every 20% of Pull Rating filled = -1, After that, it
is ever 10% for -1. This is added to any existing penalties or bonuses.
Transferring:
Mules as well as all other ships
made within the last 200 hundred years have umbilical joints that can link
to each other, transferring power, fuel, and life sup-port. Umbilical
transfers have to be done side to side. Rear transfers can only be done
if the Mule has a Direct Clamping system.
Rock Raids: Time is of the
essence. Count all the turns required to do one, because competition
could arrive at any time. Two people drop through the tightropes
and help the placement of nets (if needed) or re attaching the cables.
A Gopher skill is needed to attach the ship to the ground and another for
the rock. Two more by the ground personnel is needed to make sure
the rock is stable. Piloting checks are also required
|