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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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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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, 01:21 PM | #7 |
Join Date: Feb 2010
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Re: Gurps Vehicles
I'm more of a theoretician than an actual player, but I just loved those vehicle design rules. Ability to make just about anything was fun, no matter if I actually needed those stats or not. It's just a little annoying that it started to creep into other books too, like Robots.
That's interesting. Is there guidelines for converting real-world behavior to GURPS stats? For example, handling and stability, or HT. |
12-28-2010, 01:29 PM | #8 | |||
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 | #9 |
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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12-28-2010, 03:26 PM | #10 |
Join Date: Apr 2010
Location: Uppsala, Sweden
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Re: Gurps Vehicles
GURPS Vehicles was IMHO the best roleplaying supplement ever to come out, in close competition with GDW's original Striker. Lots of crunchy stuff and interesting rules for vehicles in action. The only complaint I have against it is those Neanderthal Imperial units you colonials love.
If there will be a new version it should perhaps be of the same level of detail as GURPS Spaceships? GURPS Spaceships manages to be simple and fast in writing up ships and easy to expand if one would like. Why someone would 'leave GURPS' because a supplement is released sounds odd indeed, just don't buy the damned book! I stayed on playing Traveller after they released TNE, the old stuff was still as good as always, regardless of the taint of virus infested vampire fleets and other WH40K crap. PS I'll eventually post my GURPS Spaceships to Intercept conversion guide when I get around to finishing it off. DS
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gurps vds, vehicle design system |
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