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12-28-2010, 09:26 AM | #1 |
Join Date: Jan 2008
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Gurps Vehicles
Are there any rules for Gurps vehicles 4th edition available?
I need rules for tanks and apc's etc. |
12-28-2010, 09:32 AM | #2 | |
Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Re: Gurps Vehicles
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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12-28-2010, 10:11 AM | #3 |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Gurps Vehicles
There are vehicle rules in the Basic Set.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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12-28-2010, 12:30 PM | #4 |
Join Date: Jun 2008
Location: Milwaukee, WI
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Re: Gurps Vehicles
As Zorg said.
Also, I wholly disagree with bringing Vehicles back, to the point that I would boycott GURPS entirely. It is the number one complaint from GURPS-haters I play with. It was a terrible book. Not because it was badly written, but because it was so granular. I am sure we have all seen this: http://s186.photobucket.com/albums/x...PSVehicles.jpg But, I should caveat that I am very much a KISS GM (as much as GURPS allows), and dump massive amounts of handwavium in my games. I don't see any reason to determine all these sorts of variables. If a player wants to hack that out, fine. But not me...
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12-28-2010, 12:52 PM | #5 | |
Join Date: Sep 2004
Location: Orange County, VA
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Re: Gurps Vehicles
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12-28-2010, 01:20 PM | #6 |
Never Been Pretty
Join Date: Jan 2005
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Re: Gurps Vehicles
I loved GURPS Vehicles for that very reason. The spaceship creation rules in GURPS Space, on the other hand, I did not like. I haven't looked at Spaceships for 4e, so I don't know if there's any improvement there.
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12-28-2010, 01:29 PM | #7 | |||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Gurps Vehicles
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Once I find something similar, I'll decide on what I want those stats to be. |
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12-28-2010, 02:57 PM | #8 |
Join Date: Dec 2009
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Re: Gurps Vehicles
Personally, I think a tiered approach is best:
A) GURPS Vehicles having stats for a bunch of vehicles. Maybe chapter = TL once collected; probably start out as a series of PDFs. A gamer can just grab these stats and play, with any vehicle in here. If they're willing to extrapolate, they can get similar vehicles, too, and having a bunch of examples will help. The vehicle stat format should be designed for this level. B&C) GURPS Vehicle Design having a simple module-based system(a la 3ed Space or 4ed Spaceships, but without its own action rules), followed by a flexible scalar-based system(a la 3ed Vehicles, but again without its own action rules). Both should generate stats in the format designed for the first tier, possibly plus a block of "reverse-engineering data" which users of the first tier can easily skip over. In addition, the scalar-based system should be able to generate modules for the module-based system, again possibly plus an ignorable block. And yeah, GURPS Martial Arts is a great example. You shouldn't have to use low-res, you shouldn't have to use high-res.
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If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
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12-28-2010, 05:14 PM | #9 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: Gurps Vehicles
Agreed. Bye.
Robots was my number one all-time favorite GURPS book. I spent hours upon hours making robots. I loved Mecha as well, but didn't use it nearly as much. Please, SJGames, put out Robots 4e in a PDF!
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12-29-2010, 09:58 AM | #10 | |
Join Date: Aug 2004
Location: Kilmarnock, Scotland
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Re: Gurps Vehicles
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gurps vds, vehicle design system |
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