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GT: Starships

I mean: which ships does it give GURPS stats for? Which ones does it give deckplans for? Does it give building rules? What else is there? Is it worth spending £17 (or whatever the equivalent in dollars is)?

Thanks

David
 
It has deck plans for:
- Vayu-class patrol cruiser and ship's boat.
- Animal-class safari ship and launch.
- Valor-class heavy fighter.
- Dragon-class SDB and jump shuttle.
- Kugashin-class lab ship.

Plus a side view schematic for the Tigress-class dreadnought.

If you liked the modular design system shown in the base GT book, then this is a great book. It greatly expands that design system, and gives components to create ships using GTL 7-12. It also includes ship modules that have been presented in other modules, and from starports.

Also, it also covers many aspects of ships operations.

The only negatives are that it doesn't always explain what certain items are (e.g. "grasers"), and it sometimes doesn't explain how to use some of the items (e.g. the EW and jamming modules).

On its own, I would recommend the book. However, future developments could make the purchase less useful. All of the modules were built using GURPS Vehicles, and that book is going to be completely redone for 4e. Also, they are completely changing the modular system with the introduction of Interstellar Wars. As a result, I have no idea of how useful it will be as things go forward in GT. (Or, possibly, if GT itself even goes forward.)
 
Originally posted by daryen:
The only negatives are that it doesn't always explain what certain items are (e.g. "grasers"), and it sometimes doesn't explain how to use some of the items (e.g. the EW and jamming modules).
Gamma ray lasers.

These will be covered in Imperial Navy. Or would have been. Editorial policy changed somewhat while the book was being written.

Originally posted by daryen:
On its own, I would recommend the book. However, future developments could make the purchase less useful. All of the modules were built using GURPS Vehicles, and that book is going to be completely redone for 4e. Also, they are completely changing the modular system with the introduction of Interstellar Wars. As a result, I have no idea of how useful it will be as things go forward in GT. (Or, possibly, if GT itself even goes forward.)
No one knows what will happen to GT. The license is up for renewal, and they may not do so. (I hope they do, but until it happens, or doesn't happen, any speculation is moot.)

Given that all current GT books contain ships designed using the system in GT, I'd say it will be useful unless you are planning on converting all designs to 4e, when it is finally released.
 
Thanks for that information guys.

> On its own, I would recommend the book.
> However, future developments could make the
> purchase less useful. All of the modules were
> built using GURPS Vehicles, and that book is
> going to be completely redone for 4e.

Does it require GURPS Vehicles?

I'm not too worried about the move to 4e. I've got enough 3e stuff to keep me going until the bindings wear out - and I've been converting (bodging) stats from other versions of Traveller anyway, so 3e to 4e is unlikely to be a problem.

Cheers

David
 
No, Starships does not require Vehicles. Personally, I have Starships, but not Vehicles, and I am happy with it.

The only reason you would need Vehicles is if you want to generate new starship modules.
 
I've been a GURPS Vehicles nut since the First Ed came out, but I don't recommend it for anyone unless you're a serious gearhead.

I was in awe when I got GT and saw that they had boiled much of a three hundred page book into something about as complex as High Guard. The ship design in GT uses Vehicles as a base, but they made sure you didn't need it. Sounds like Starships just expands the GT system to be as inclusive as High Guard, instead of limiting it to two GTLs. Probably also includes all the extra modules all the other books kept coming up with.

Sigh, sounds really good. Three more days to payday, three more days....

Vehicles would also be handy if you wanted to generate a few more small vehicles akin to the Air/Raft (the specs in GT were generated in Vehicles).

You may want to just hunt around for the archives of Vehicle of the Week, which includes a fair number of Traveller vehicles by now. (Including, if I remember right, my rendition of the 'sealed' Air/Raft from Leviathan.)
 
Originally posted by David Elrick:
Does it require GURPS Vehicles?
No.

If you want to design your own modules, you'll need Vehicles. But you can plug the modules in the book together just fine on their own.
 
I would recommend the book as well. Found it very useful. Also, visit sjgames and look around in their resource and playaids section. There's a link to a page with nothing but user written programs for GT: starships(as well as others for GURPS). My favorite is the one written by Tom Bont. Once u get the hang of it, makes making ships for GT a lot easier and faster.
 
Its also got the various TL versions of each of the ship designs so you can see how they developed from the intro tech level (about TL10) up to TL15. It also fills in useful ships at all the tech levels.

It has got stats for the above ships + some early designs TL7-9, and some imperial warships including the AHL and tigress.

Cheers
Richard
 
Could someone explain something about the way terminal guidance for missiles works? I know thew basic rules but the question is about the +3 reflex booster on the missile's brains. Does it mean you roll the missiles pilot skill of 12 PLUS 3 or is it factored into the missiles skill as is?
 
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