GURPS TRAVELLER INTERSTELLAR WARS PDF

Description Specifications [ edit ] Overview: GT:IW includes an overview of the Interstellar Wars era, along with a large amount of background on the Terran Confederation , the Vilani Imperium , and the alien races likely to be encountered near Terra. The default year of the setting is A. Much of the book is tailored towards a Terran-centered campaign. Rules for generating characters for the setting, starship design, interstellar trade, exploration, and ship-to-ship combat, all updated for the 4th edition of GURPS, are provided. A main-world generation system is included which is not as detailed as the GURPS Traveller: First In system, but which is geared specifically towards the time period of the Interstellar Wars.

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Between the 22nd century and the 24th, the upstart interstellar community of Earth fought a series of wars with the established empire of the Ziru Sirka founded by the Vilani, a human population anciently transplanted to a distant world and since grown to empire. Drye, Wiseman, and Ziegler manage to provide fans with just that. This book works as a nuanced and intelligence take on a trope--Earth conquers an alien empire--that could have been done quite badly.

The Ziru Sirka is portrayed as a complex society, with its own quite viable traditions and mores, and its own internal divisions Vilani dissidents versus the Vilani norm, Vilani versus subject races, et cetera. The three-fold caste system of the Vilani established in canon is given flesh and used to explore the interesting science-fictional concept of the Ziru Sirka--a polity founded by humans--as a well-managed planned society, founded by people guided by the social sciences who sought to maximize the happiness of the people living in it.

Rising Earth, for its part, is also portrayed in a complex light, as a planet facing its own divisions and challenges that is quite frankly lucky that the Vilani were too distracted to crush Earth. The resulting Interstellar Wars, characterized by Earth successfully taking advantage of the internal divisions of the Ziru Sirka to fight limited wars, gaining allies until it can finally challenge the Ziru Sirka, come off as actually plausible.

The book provides RPGers with all kinds of non-military adventure seeds, ranging from the exploration and colonization of distant worlds to the integration of already-established worlds Earth-founded and otherwise into the Terran economic community to the exploration of a recognizable future Earth with its own challenges.

In short, this book is a great accomplishment. My compliments to the authors for making a sourcebook that works on multiple levels. I wrote seven JTAS articles for it. Also proposed a "Hot Spot" supplement, but no response alas.

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GURPS Traveller: Interstellar Wars

This time of conflict presents many opportunities for adventure: forging new trade routes within the Imperium, defending the homeworld from invaders during the Siege of Terra, making first contact with alien races, and helping guide the Terran Confederation in its expansion from a single planet to a sector-spanning empire. Overview[ edit ] GT:IW includes an overview of the Interstellar wars era, along with a large amount of background on the Terran Confederation, the Vilani Imperium, and the alien races likely to be encountered near Terra. The default year of the setting is A. Much of the book is tailored towards a Terran-centered campaign. Rules for generating characters for the setting, starship design, interstellar trade , exploration, and ship-to-ship combat, all updated for the 4th edition of GURPS, are provided. A main-world generation system is included which is not as detailed as the GURPS Traveller: First In system, but which is geared specifically towards the time period of the Interstellar Wars.

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Between the 22nd century and the 24th, the upstart interstellar community of Earth fought a series of wars with the established empire of the Ziru Sirka founded by the Vilani, a human population anciently transplanted to a distant world and since grown to empire. Drye, Wiseman, and Ziegler manage to provide fans with just that. This book works as a nuanced and intelligence take on a trope--Earth conquers an alien empire--that could have been done quite badly. The Ziru Sirka is portrayed as a complex society, with its own quite viable traditions and mores, and its own internal divisions Vilani dissidents versus the Vilani norm, Vilani versus subject races, et cetera. The three-fold caste system of the Vilani established in canon is given flesh and used to explore the interesting science-fictional concept of the Ziru Sirka--a polity founded by humans--as a well-managed planned society, founded by people guided by the social sciences who sought to maximize the happiness of the people living in it.

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Traveller[ edit ] The original version was designed and published by GDW in This edition is also sometimes called, retroactively, Classic Traveller. The core rules originally came as a box set of three little black books, and were later compiled into a single volume rulebook. Supplemental booklets included advanced character generation, capital ship design, robots, and more.

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