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Old 09-08-2017, 01:08 PM   #40
Mark Skarr
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Join Date: Feb 2005
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Default Re: Battletech/Mechwarrior mechs in GURPS

Quick and dirty GURPS BattleTech:
First off, forget about the difference between a meter and a yard.

‘Mechs and other BattleTech vehicles are C-Scale. All ‘Mechs have a HT of 12.

Light ‘Mechs have 10 cHP and are SM +2
Mediums have 15 cHP and are SM +3
Heavies have 20 cHP and are SM +3
Assaults have 30 cHP and are SM +4

Double the ‘Mech’s armor tonnage to get their frontal DR. Side, Top and Under armor are equal to the ‘Mech’s Armor Tonnage. Rear DR is 1/10th the ‘Mech’s armor tonnage, round up. This armor is semi-ablative. (Yes, getting hit in the back is the suck.)

Take the ‘Mechs running MP and triple it for their GURPS move. That works out pretty well.

Take the BattleTech damage and figure that as average damage. So, a Medium Laser, which does 5 points would be 1d+2. A PPC, with 10 average damage, would be 3d. Give all the weapons a functionally LoS range and calculate range penalties from GURPS as normal.

Heat can be factored as a HT check. Add 1/10th a ‘Mechs Heat Sinks (round down) to their HT score. At the end of their turn, make a HT check with -1 for each weapon the ‘Mech fired and if it moved more than a step. If it fails the roll, it’s stunned and can recover from stunning with its normal HT+HS next turn. If it critically fails a HT check, something bad happens and takes the ‘Mech out of the fight.
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