S3M Campaign Rules

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Revision as of 05:09, 10 January 2017 by Gigermann (talk | contribs) (Settings)
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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:

  1. Use GURPS 3e Traveller stats
    • Convert TL
    • Convert DR/PD
    • Convert HP
    • Convert weapon stats
    • Add 4e HT
    • Add 4e Handling/Stability
  2. GURPS 3e Vehicles (GT was meant to work w/ Vehicles)
  3. GURPS 4e Traveller: Interstellar Wars
  4. GURPS 4e Spaceships (et al)
  5. Mongoose Core

Astrography:

  1. Utzig site supersedes other data
  2. Traveller Wiki
  3. 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