See Character Creation below.
For the most part, we're running straight GURPS. A summary of the rules can be found in GURPS Lite (although the "Transhuman Space" verson of GURPS Lite– scroll down on the page– might be more appropriate for this game). Small modifications will crop up here and there. Some of those are:
- Hit points are based on ST, Fatigue is based on HT
- All-Out Defense Option
- With an All-Out Defense, you may opt either to attempt two
defense rolls against an attack, or to make one defense roll with a
bonus of +2.
- Acc bonuses with ranged weapons
- All Acc bonuses with ranged weapons are halved unless firing
under the most ideal of circumstances (unobserved sniper with loads of
time, on a firing range, etc.). The maximum Acc/2 bonus is your skill
with the weapon, except in space combat where longer turns represent
sufficient time to aim to gain a full Acc/2 bonus.
- Piloting Skills
- The following spacecraft piloting skills exist:
- Small shuttle spacecraft (i.e. low-performance spacecraft)
- Fighter spacecraft (i.e. high-performance spacecraft)
- Large spacecraft (passenger liners, military corvettes & destroyers)
- Very large spacecraft (i.e. large military ships)
- Psionics
- Psionics are straight from GURPS Psionics.
However, they are rare in most species, and as such a
15-point Unusual Background is required for anybody gifted with
psionic ability; physical and mental disadvantages connected with use of
the psionic ability are common in those who have it.
- Force Swordsmanship
- This style from GURPS Martial
Arts is available, but slightly modified. Members of Elite Force
Delta Cep won't have learned this from some hermetic master, but rather
as part of a special training unit within the Rangers. As such, remove
"Savoir-Faire (Dojo)" from the list of secondary skills. This reduces
the "realistic" point cost to 6, and the "cinematic" point cost to 20.
Also, replace the "Katana" and "Katana Art" skills with simple "Force
Sword" and "Force Sword Art" skills. There are no prerequisites for
this style, if you are a member of Elite Force Delta Cep.
- Precognitive Parry
- The prerequisites for this cinematic skill are slightly modified.
Danger Sense or the ESP Power 3 plus Precognition-15+ are still
required. However, there is no minimum skill requirement for a weapon
skill; rather, the only way to acquire ths skill is via the Force
Swordsmanship martial arts style. This is the skill you would use to
look really cool and deflect blaster bolts.
- Space Combat
- I use my own Modified Space
Combat System. There are actually two systems; one is basically the
Space/3e abstract combat system, with a few modifications to clean up
what I see as some flaws in the basic system. The second is a bit of a
fleshing out of the Vehicles/2e hex-grid system.
Character Creation
Characters for Elite Force Delta Cep should be based on the following template [165 points]:
Advantages: G-Experience [10], Panimmunity [10], Military Rank/4 (Major or Captain) [20], Patron (Federation Rangers, supplies equipment) [35]
Disadvantages: Duty (Federation Rangers) [-15], Code of Honor (Ranger Creed) [-10]
Skills:
|
Free Fall (P/A) DX+1 [4]-13 Swimming (P/E) DX [1]-12 Battlesuit (M/A) IQ [2]-12 NBC Warfare (M/A) IQ [2]-12 Lang: Amerish (M/A) IQ [0]-12 Lang: Russian (M/A) IQ-2 [0.5]-10 Lang: Ja'nese (M/A) [0.5]-12 Computer Operation (M/E) IQ [1]-12 Astrogation (M/A) IQ [2]-12 AK: Phoenix Sector (M/E) IQ [1]-12 Leadership (M/A) IQ-1 [1]-11 |
Savoir-Faire (Military) (M/E) IQ [1]-12 Strategy (M/H) IQ-1 [2]-11 Tactics (Space) (M/H) IQ-1 [2]-11 Tactics (Ground) (M/H) IQ-1 [2]-11 Driving (Hoverbike) (P/A) DX-2 [0.5]-10 Vacc Suit (M/A) IQ+1 [4]-13 Piloting (Fighter) (P/A) DX+1 [4]-13 Eletronics Op (Sensors) (M/A) IQ [2]-12 Gunner (Laser) (P/A) DX+2 [2]-14* Gunner (Particle Beam) (P/A) DX+1 [0.5]-12* |
* Note that the Gunner skills each get a +2 bonus due to IQ of 12+.
On top of this, you may adjust abilities (though DX and IQ may not go lower than 12, and ST or HT less than 10 require a pretty good explanation), add advantages, and add skills to bring the character to a total of 245 points. Then add as many disadvantages as you want, add up to five character-pointed quirks, and calculate the character point total that results. (If you choose a "standard" 40 points of disadvantages and 5 points of quirks, that will result in a 200-point character, but that is not required.)
Most characters will want to have at least a Beam Weapons skill or two; many will want Force Sword, or skill with some sort of monowire hand-to-hand weapon. The Rangers also value Stealth highly in most of their officers, as they do flexibility and ability to function in varied terrian in very small units.
Thanks to the Rangers as a patron, much expensive equipment is readily available to characters. Officers in Elite Force Delta Cep are highly trained and respected by the Rangers, and as such are allowed individuality in their choice of equipment. All Rangers are issued a Military Cybersuit as their standard "light" armor, and Powered Combat Armor as "heavy" armor. Most Rangers beyond that might have equipment as follows:
| Standard Equipment | Page | Weight |
|---|---|---|
| Military X-Laser Rifle | UT57 | 9 |
| Blaster Carbine | UTT58 | 5.2 |
| Electron Pistol | UT57 | 3 |
| Variable Blade Force Sword | UT63 | 2 |
| Military Cybersuit | UT76 | 40 |
| PD 5, DR 100 | ||
| Powered Combat Armor | UT75 | 225 |
| PD 6, DR 200* | ||
| Multiscanner | UT19 | 1.25 |
| Nightshades | UT20 | 0.5 |
| CBR Filter | UT79 | 1 |
| Survival Watch | UTT27 | 0.25 |
| Advanced Implant Communicator | UT107 | - |
Which armor and weapons are carried, and which are left in the cargo hold of an officer's fighter, will depend on the nature of the mission.
Most Force members are issued a Pulsar Class Warp Fighter, which they use to perform space-based operations, and to get to the location of ground-based operations. Squadrons of up to eight Pulsar Class fighters are carried in the Pulsar Carrier, a jump-capable ship.

