S3M Campaign Rules
Settings
- 200/-75 CPs
- Basic Realism: No "Cinematic" Traits; Exotic/Super Traits available by Race, or cyber/genetic modification
Check "realistic limits" for improved Derived Stats (usually limited to ±2, w/ex)
- Early TL10 (Early = TL9 still common as a cheaper alternative); variable (TL11 available in certain polities)
- Starting Wealth: $40,000 (Gurpees)—overrules listed TL standard
- Non-human races available at GM approval
- Impulse Buys: usage per website; use normal CP, with +3 use-or-lose Plot Points at campaign start
- No Extra Effort in Combat (probationary)
Unofficial Rules/Options
- Standard House Rules
- No dodging "bullets" beyond Per# yards; "Evasive Movement" (-2), Drop Prone, Give Ground (if suitable cover is present), Acrobatic Dodge give their usual bonus as a penalty to the attacker's roll
Ruleset/Details Hierarchy
Ship Stats:
- Use GURPS 3e Traveller stats
- Convert TL
- Convert DR/PD
- Convert HP
- Convert weapon stats
- Add 4e HT
- Add 4e Handling/Stability
- GURPS 3e Vehicles (GT was meant to work w/ Vehicles)
- GURPS 4e Traveller: Interstellar Wars
- GURPS 4e Spaceships (et al)
- Mongoose Core
Astrography:
- Utzig site supersedes other data
- Traveller Wiki
- GURPS 3e Traveller sources
Weapon Stats:
- Cost, features per GT
- Combat-stats per GURPS 4e, closest match
- Traveller: Interstellar Wars
- GURPS 4e Ultra-Tech
- GURPS 3e Ultra-Tech/Ultra-Tech 2
Other Stuff:
- ?
Ruleset Notes:
- Convert GT TLs to 4e
- Starting Wealth, CoL, equipment prices per 3e
- Firearms stats should convert to 4e standards using "best 4e-match/best guess"
- Prices per 3e
- "Smartgun" Electronics (B278) are not considered standard (no extra cost), except as indicated in 3e