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Old 03-23-2010, 01:23 PM   #51
Mark Skarr
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Default Re: GURPS Heavy Gear

Perks (and their GURPS effect) will be Multiple Posts.

Ablative Armor – This Perk adds twice its rating in semi-ablative dDR to the Gear’s dDR.

Acceleration Protection – Aircraft/Spacecraft only. Adds +1 to HT rolls for acceleration rolls.

Acrobatic Handling – Increases the Gear’s Hnd by the Perk’s rating. Adds levels of Enhanced Dodge (melee) equal to the Perk’s rating. Increases the pilot’s Drive (Gear) skill by the rating for making melee attacks.

Advanced Controls – Gives the Gear the Extra Attack advantage.

Advanced Neural Net – Whew boy. Okay, this makes your Gear sentient. It becomes a learning Neural Net so it can learn skills. It’ll basically become an Ally with the ANNet template . . . when I get around to writing it up. Also, by taking only a Move action (as opposed to a Move and Attack action) the Gear gets +1 to its Hnd and +1 Enhanced Dodge.

Airdroppable – The Gear is equipped with airdrop equipment. It’s reinforced to survive parachute landings.

Airlift Ready – The Gear takes half as long to prep for an airlift.

Airlift Winch – Aircraft/VTOLs only. You can perform airlifts (duh).

Ammo/Fuel Containment System – Allows a Gear to ignore the first critical hit/internal damage that would affect either Ammo or Fuel. The Perk is lost until repaired.

Ammo Storage – Fancy name for extra ammo.

Amphibious – Allows a Gear to traverse water. Not submersible, just capable of fording rivers and such.

Anti-Missile System – This is a short-ranged machinegun or pulse laser that inflicts 5d pi+ or 5d (2) burn damage (both are 1d-2 d-damage). It’s ranged attack values are 1/2D 20, Max 100, Acc 4, RoF 10!, Shots (10xcharges), Recoil 1. It has a Skill of 12 and additional levels of Enhanced Parry equal to its Rating. The AMS performs a ranged Parry (functionally a Power Parry) against non-bullet missile attacks. It will shoot down one missile for every point of success. Also, it will use a number of charges equal to the margin of success, with a minimum of one charge, even if the Parry fails.

Anti-Personnel Charges – The Gear is equipped with directional fragmentation mines. These do 1d+2 (2) dDam, and are designed for chewing up infantry. They have an AoE of 8 yards. Each time the Gear is hit by weapons fire 1d6 charges are destroyed. If the Gear’s armor is pierced, all the charges are destroyed.

Aquatic Sensors – When submerged, the Gear’s sensors work fine underwater.

Artificial Intelligence – This is basically an advanced expert system. It replaces a crew and gives the Gear the AI Meta-Trait.

Audio System – It’s a car stereo for your Gear. While not terribly tactical, it’s just plain awesome.

Automation – Gives the gear an extra action for performing a specific extra action.

Autopilot – Gives the Gear Drive (Gear) – 10. Can follow simple instructions.

Backup Communications System – Exactly what it says on the tin. Allows the Gear to ignore the first critical hit/internal damage that would affect the communications system. Perk is then lost until repaired.

Backup Fire Control – Allows the Gear to ignore the first critical hit/internal damage that would affect the Fire-Control system. Perk is then lost until repaired.

Backup Life Support – Allows the Gear to ignore the first critical hit/internal damage that would affect the Life Support system. Perk is then lost until repaired. Gear must have the Life Support Perk to begin with before taking this one.

Backup Sensors – Allows the Gear to ignore the first critical hit/internal damage that would affect the Sensor system. Perk is then lost until repaired.

Battle Arm – Weapon-mount arm. Can still be equipped to punch/strike.

Camo Netting – Advanced Camouflage. Gives the Gear Chameleon (Visual, Infrared) 1.

Cargo Bay – A big, empty space that you can fill with stuff. Not usually found on Gears, but the sheet would tell you how big it is.

Catapult Hook – Aircraft/crazy Ferrets only. Let’s you take off from a carrier with the help of a catapult. You become a ballistic projectile if you don’t have a flight system. (Ferret pilots are the Locust pilots of the Heavy Gear universe)

Chaff/Flare Dispenser – Usually only found on aircraft. Adds levels of Enhanced Dodge (missiles, Limited Use X) equal to the launcher’s rating. Has Limited Use equal to the ammo for the dispenser.

Climbing Apparatus – Allows the Gear to climb cliffs and the like. Allows them to cling securely so they can fire back at a -3 penalty.

Counter-Battery Sensor – Sensors to help you find artillery. If I remember correctly, rules for them are in High Tech.

Crew Accommodations – Not something found on Gears. These are actual sleeping quarters.

Diving Wings – Aircraft only. These wings give a +1 on piloting skill rolls for diving-based maneuvers.

Easy to Modify – The Gear is built in direct violation to military standards of being horrifyingly complex and difficult to work on. The Gear is so easy to maintain and work on (and uses standard parts) that its HT is increased by 1. Also, all rolls to actually work on or repair the Gear have a +2 bonus.

Ejection System – Not usually found on Gears, but, exactly what it says on the tin.

Electronic Countermeasures – Until I decide to change them, the rules are simple: Sensors/Communications that want to go into/out of/through the ECM area must win a quick contest between their Skill + Quality versus the ECM pilot’s Electronics Operation (Electronics Warfare) skill + Rating. The ECM’s range is equal to the Gear’s Sensor Range.

Electronic Counter-Countermeasures – With a successful Electronics Operation (Electronics Warfare) + Rating roll this gives Friendly Gears a bonus equal to the ECCM’s rating when trying to defeat ECM.

Last edited by Mark Skarr; 03-25-2010 at 06:20 PM. Reason: Added Anti-Missile Systems
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Old 03-23-2010, 05:41 PM   #52
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Default Re: GURPS Heavy Gear

Quote:
Originally Posted by Langy View Post
Reb: I don't see how that post has anything to do with Heavy Gear. What are you replying to? How to make generic armored warfare eggshells armed with sledgehammers? If so, you should really realize that almost none of your advice is applicable here since we're talking about mechanics and the fluff is already taken care of.
i was trying to give some examples on how to balance it out so the mech type units would not overpower the setting from a tactics veiwpoint.
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Old 03-23-2010, 06:00 PM   #53
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Default Re: GURPS Heavy Gear

Perks, part deux:

Emergency Medical – While this has a lot of potential, I’m going to settle, for now, for something simple. This unit automatically performs First Aid on the pilot with a Skill of 12. It does not interfere with the pilot’s ability to control the Gear.

Emergency Power Surge – Eep! I don’t think any stock Gear has this, but I’m going to include because, well, it’s awesome.
The unit has a number of points equal to its Rating. It spends these points to do one of the following until the unit’s next turn:
Increase Hnd by 1
Increase Move by 2
Have an Extra Attack
Add 1d to a weapon’s damage
Gain a to-hit bonus of +1
Each increase may be taken up to three times a turn (meaning the maximum number of points that can be spent is 15).
It is possible to “overburn” the system. By overburning, each point does double effect, but permanently lowers the base ability by the number of points spent in it.
Increase Hnd by 2, but permanently decrease it by -1.
Increase Move by 4, but permanently decrease it by -2.
Gain two Extra Attacks, but all attacks gain “Takes Extra Time.”
Add 2d to a weapon’s damage, but the weapon’s damage is permanently reduced by 1d.
Gain a to-hit bonus of +2, but gain a permanent penalty of -1 to all attack rolls.
All penalties are cumulative.
EPS do not regenerate their Points. The vehicle must undergo a complete overhaul to get these points back. Any penalties must be repaired individually, with a penalty equal to the number of overburn points spent to create the penalties.

Fire Resistant – The Gear is gains Injury Tolerance: Damage Reduction /2 (heat/fire only).

Fuel Efficient – As long as the Gear doesn’t travel at top speed, it gets more miles to the gallon. The Gear’s sheet will tell you what its range multiplier is. Usually 1.5, 2 or 3.

Geological Sensor – Sensors for geological surveys.

Glider – Aircraft only. Lets you function as a glider.

Grapple Launchers – This gives the a grapnel launcher. It has a range of 250 yards. It’s fired with either Driving (Gear) or Gunner (any Gear Weapon) at -2. It can support as much weight as its Rating in Heavy Gear sizes. The Cable has a dDR of 1 and dHP equal to its rating. It can strike a target for 2d dDam.

Gun Ports – Passengers (not something found in Gears) can shoot from inside. The Description will tell you how many are there.

Haywire Resistant – The Gear is no longer Electrical. Surge causes no additional problems for the Gear.

Heat Resistant Armor – The Gear adds 2x the Rating of this Perk to their dDR when attacked by High-Energy Anti-Tank weapons: Bazookas, Mortars, Rockets/Grenades, Missiles, Lasers, Particle Beams, Torpedos.

High Capacity Computer – Just like a High-Capacity Computer from UltraTech.

High Towing Capacity – A Gear with this perk doubles or triples their towing capacity.

Hostile Environment Protection – Allows the vehicle to be unaffected by long-term exposure to various environments.
Desert
Extreme Heat
Extreme Cold
High/Extreme Pressure
Underwater
High Gravity
Vacuum
Radiation
All (doesn’t come with Radiation or Extreme Pressure)
Improved Off-Road Ability – Gears reduce all penalties for bad-footing conditions by 2.

Improved Rear Defense – The Gear gains peripheral vision and its rear dDR is not reduced.

Jump Jets – These give a Gear a Flight Move equal to one-tenth their distance in meters. The Gear may remain aloft for up to six seconds before they must land again.

Laboratories – General purpose “areas” for using various skills. The Lab gives a bonus equal to its rating for the skill.

Large Doors – Makes it easier to get in and out.

Life Support – Provides either limited or full life support, as listed on the sheet. Limited support lasts for a week, full lasts indefinitely.

Lighter-Than-Air – An Aircraft perk. Lets you fly by being lighter than air. Only works on Ferrets, and then, only with GM approval. ;-)

Low Profile – The Gear is shaped in such a way that it is easier for it to hide. Gains a bonus of 2 points to any other penalties for being visually obscured.

Loud Speakers – While not quite something that Disaster Area would be proud of, they give the Gear the Penetrating Voice Perk.

Manipulator Arms – Arms! The Gear has Arms. The rating should be equal to the Size of the Gear.

Micro-Labs – Workbench sized mini-labs. Counts as minimum equipment for the relevant skill.

Mine Detectors – Sensors to help detect hidden mines.

Minelaying Equipment – Equipment to lay mines.

Last edited by Mark Skarr; 03-25-2010 at 06:51 PM. Reason: Correction to Jump Jets
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Old 03-23-2010, 06:47 PM   #54
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Default Re: GURPS Heavy Gear

Perks, 3rd and Final:

Minesweeping Equipment – Equipment to clear mine fields. It has a rating, but be darned if the Heavy Gear rules say what it’s used for.

Mining Equipment – Light or Heavy Duty earth mining equipment.

NOE Flyer – Again, an aircraft Perk. Lets you fly Nap-of-the-Earth.

No Fuel Required – What it says on the Tin. You don’t ever have to refuel. Description will tell you if it’s beamed power or some other source.

Passenger Accommodations – Like Crew Accommodations previously. It’s rooms for passengers to occupy.

Passenger Seating – Places for passengers to park their butts for less long-term occupancy vehicles. Not usually something found on Gears.

Pintle Mount – A weapon mounted on a swivel mount, usually outside a hatch or door. Not something found on Gears. Does not include a weapon, it's just the mount.

Ram Plate – A series of armor plates and shock absorbers built into the chassis of the Gear. The Gear suffers one-half damage from all charges and slams if they occur in the protected arc.

Reactive Armor – This is complex in Heavy Gear, but I think I can make it easier here.

Gears can only mount a Rating 1 in this, but other vehicles can have more. This works against all HEAT weapons as listed in HEAT Resistant Armor. Any HEAT attack triggers the Reactive Armor.

Reactive Armor reduces the Armor Divisor for any HEAT attack by a number of steps equal to its rating. This can reduce a HEAT armor divisor to the (.5), (.2) and (.1) zones for well-protected, non-Gear vehicles.

After an attack has been stopped roll to see if the Reactive Armor has run out of charges. Roll 1d6 versus the Ammo Threshold. If the roll is equal to or less than the threshold, the unit is out of charges, if it is more, then there are sufficient charges to protect against another attack. The Ammo Threshold starts at 0 (meaning there is always enough charges for 2 uses). If the Ammo Threshold check is successful, increase the Ammo Threshold by one.

Any time the Gear takes HP damage, increase the Ammo Threshold by 1. If this takes the Ammo Threshold to 6 or more, the unit is out of charges.

Reduced G-Effects – Predominantly an Aircraft Perk, this gives a +1 to all HT rolls to fight the effect of high-g maneuvers.

Refueling Equipment – The Gear can be refueled on the go. Usually only found on aircraft.

Reinforced Armor – A specific facing of the Gear’s armor is reinforced. Add 2x the Rating of the Perk to the Gear’s dDR from attacks that originate from the protected direction.

Reinforced Chassis – Allows the Gear to ignore the first critical hit/internal damage that would affect the general structure of the Gear. Perk is then lost until repaired.

Reinforced Crew Compartment – Allows the Gear to ignore the first critical hit/internal damage that would affect the crew of the Gear. Perk is then lost until repaired. Alternatively, this Perk can reduce the damage a pilot takes by 50%.

Reinforced Location Armor – Adds 2x the Rating of the Perk to the Gear’s dDR versus called shots to the protected Location.

Rugged Movement Systems– Allows the Gear to ignore the first critical hit/internal damage that would affect the movement system of the Gear. Perk is then lost until repaired.

Satellite Uplink – Allows the Gear to communicate with Satellites in orbit.

Scoring Sensors – Basically a set of LaserTag detection equipment for the Gear.

Searchlight – A big, bright light. Range and capability would be listed on the sheet.

Shield – A giant, Gear-sized shield. It provides a DB equal to its Rating and (in the spirit of Heavy Gear) can be used against any, known, attack. If the DB causes an attack to miss, the shield takes the hit and may be damaged. The shield has a dDR equal to 2x its Rating, and dHP equal to its Rating. As the dHP goes down, so does the DB.

Shielded Weapons – Allows the Gear to ignore the first critical hit/internal damage that would affect a weapon system on the Gear. Perk is then lost until repaired.

Sick Bay – A sickbay or infirmary. Not something that Gears have.

Smoke Launchers – An Obscure 4 attack with a Range of 75, Area Effect 3 and Limited Use equal to the number of charges on the sheet. One charge is lost for every four points of damage the Gear suffers.

Sniper Systems – Telescopic Vision 2 for a specific Weapon system.

Sporting Weapons – LaserTag guns for the Gear.

Stabilizer Mount – Allows the Gear to mount heavier weapons than its size would normally suggest. The Gear must take a ready action to deploy the Stabilizer before they can fire the stabilized weapon.

Stealth – Gives the Gear Chameleon (Sensors, Infrared) at a level equal to the Perk’s rating.

Stratospheric Flight – Aircraft perk. Not found on Gears, not even Ferrets.

Streamlining – Sleek and sexy! The Gear gains a +3 bonus to Move when moving at its maximum speed.

Target Designator – Used to illuminate targets for guided attacks. Its range will be listed on the sheet.

Tool Arm – A less-than-manipulator arm. Could be anything that manipulates but isn’t a manipulator arm (forklift, backhoe bucket, pincers).

Urban Friendly – The Gear is equipped with devices to make a lower impact on an urban center.
Trideo Link-Up – Lets you transmit TV shows from your Gear.

Vehicle Bay – A bay to hold another vehicle. Usually specific in the type of vehicle, but sometimes not. Will list maximum size and mass of vehicles.

Weapon Link – What it says on the Tin. It allows linked weapons to be fired with a single Attack Action.

Yay! Perks are done! Up next: FLAWS!
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Old 03-23-2010, 07:34 PM   #55
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Default Re: GURPS Heavy Gear

Defects/Flaws and their GURPS effects. Only one post:

Annoyance – Very minor issues with the Gear, some examples:
Cramped Crew Compartment (Max Pilot ST/HP of 10)
Instruments are hard to read (-1 penalty to all non-combat tasks)
Loud Engine Noises (+1 to Per rolls to track audibly)
Small Entry Hatches (takes twice as long to enter)
Stale Smell (Smell BAD!)
Uncomfortable Seats (-1 penalty to all non-combat tasks after X hours)
Brittle Armor – Any Penetrating hit reduces the Gear’s dDR by 1.

Cannot Glide – Aircraft ONLY. No bonus points for putting it on a Ferret.

Decreased Maneuverability – One of the Gear’s two movement modes is less agile than the other. Subtract the Rating from the Hnd of the Gear when using that movement mode.

Defective Active Sensors – Roll 1d6, if less than or equal to the Flaw’s rating, apply the Rating as a Penalty to any Electronics Warfare (Sensors) rolls made that turn.

Defective Fire Control – Roll 1d6, if less than or equal to the Flaw’s rating, apply the Rating as a Penalty to any Gunnery rolls made that turn.

Difficult to Modify – The Gear makes normal military vehicles look easy to maintain. In addition to a -1 penalty to all repair or modification rolls, the Gear’s HT is reduced by 1.

Exposed Auxiliary Systems – Avoiding exhibitionism pervert-based jokes . . .. Treat the Gear as +1 SM when targeting any Auxiliary Systems.

Exposed Crew Compartment – The Crew is only partially covered by the armor. They take full fragmentation damage from attacks and take full damage from cr ex attacks. Yep, it is the suck.

Exposed Fire Control System – Treat the Gear as +1 SM when targeting any weapon or targeting systems.

Exposed Movement System – Treat the Gear as +1 SM when targeting any movement system.

External Power – Either beamed or wired power.

Extreme Overheating – If the Gear Moves and Attacks, makes more than one Attack Action, or uses Jump Jets for two turns in a row, the Gear suffers 1 point of injury. If it does it for three or more consecutive turns, it suffers 1d6 injury for each turn.

Fragile Chassis – The Gear takes double injury in all slams or crashes.

Fuel Inefficient – Other than being an indicator that a Munchkin probably built this Gear, each mile travelled is counted as if it were 1+the Rating of this flaw.

Hazardous Ammo/Fuel Storage – Adds the “x” code to the Gear’s HT, making it Explosive.

Heat Vulnerable – Reduce the dDR of the Gear’s armor by 2x the Rating of this Flaw when struck by a HEAT weapon (as listed for Heat Resistant Armor)

Highly Flammable – Adds the “f” code to the Gear’s HT, making it Flammable.

Inefficient Combat Computer – The Gear’s computer suffers a -1 penalty on all attacks if the Gear makes more than one attack a round, or does not wait at least two turns between attacks.

Inefficient Controls – Not something that a Gear can have, as it requires multiple crew. But, it basically removes a crew member from helping to provide extra actions.

Large Sensor Profile – Increase the Gear’s SM by the Rating for sensor detection purposes.

Maximum Ceiling – Aircraft-Only Flaw, Ferrets cannot take it. Limits the vehicle’s ceiling.

Maximum Climbing Angle – Again, aircraft-only flaw. Restricts how sharply a vehicle can climb.

No Communication, Engine, or Sensors – Exactly what it says on the tin.

One Way Communication – Much like the Mods wish communication with me was, A Gear can either transmit or receive communications, not both.

Overheating – If the Gear Moves and Attacks, makes more than one Attack Action, or uses Jump Jets for three or more turns in a row, the Gear suffers 1 point of injury.

Partially Exposed Crew – Some of the crew is protected by the armor, some is treated as having Exposed Crew Compartment. The sheet will have the information.

Problem Prone – Not much in GURPS. It gives an additional Lemon Roll.

Poor-Off-Road Ability – All off-road penalties are increased by 1.

Poor Towing Capacity – More evidence the Gear was constructed by Munchkins. This reduces the Gear’s towing ability by half.

Random Shutdown – Each combat turn (yikes!) or 15 minutes at top speed, the Gear must make a HT roll with a penalty equal to 1 plus the Flaw’s Rating. If it fails the HT roll, the Gear shuts down for a number of turns equal to the Margin of Failure.

Requires Airstrip – Aircraft-only flaw. Needs a smooth, surfaced airstrip. Nothing less will do.

Sensor Dependent – The pilot has no ability to look outside. If the sensors go down or out, they’re pretty much driving blind. The hatch can be open, giving Partially Exposed Crew (pilot), but negating the Sensor Dependent.

Traceable Emissions – Homing weapons that track the vehicles emissions gain a bonus to-hit equal to the Rating of this Flaw.

Unstable – The Gear has a -1 penalty to its Hnd and SR at Top Speed.

Vulnerable to Haywire Effects – This Gear suffers greatly when struck by surge-inducing weapons. The Gear has a -2 penalty to its HT to resist surge effects.

Weak Facing – The Gear’s dDR is halved for attacks coming from the Facing.

Weak Point – The Gear’s dDR is halved for attacks hitting the targeted location on a called shot.

Weak Underbelly – The Gear’s underside dDR is halved for attacks from below, like from a minefield.
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Old 03-23-2010, 10:15 PM   #56
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Default Re: GURPS Heavy Gear

I apologize for how horrifying this looks, but I can't figure how to make the columns pretty here.

[PHP]Weapon Damage Acc Range RoF Bulk Rcl Notes
VLMG 1d (2) pi+ 3 400/1200 30 -2 2 [1]
LMG 1d+2 (2) pi+ 3 400/1200 40 -3 2 [1]
HMG 2d (2) pi+ 3 400/1200 30 -3 2 [1]
FGC 3d+2 (2) imp 5 400/1200 1 -5 2 [1][2]
VLRF 3d (2) pi++ 5 800/2400 1 -3 2
LRF 4d (2) pi++ 6 1200/3600 1 -4 2
MRF 5d (2) pi++ 6 1600/6400 1 -4 2
HRF 6d (2) pi++ 6 1600/6400 1 -5 2
DPG 4d (2) pi++ 3 800/2400 20 -3 2 [3]
LAAC 4d (2) pi++ 5 800/2400 60 -4 2
MAAC 5d (2) pi++ 6 1200/3600 40 -4 2
HAAC 6d (2) pi++ 6 1200/3600 30 -5 2
VLAC 3d (2) pi++ 5 800/2400 20 -3 2
LAC 4d (2) pi++ 5 800/2400 20 -4 2
MAC 5d (2) pi++ 6 1200/3600 10 -4 2
HAC 6d (2) pi++ 6 1200/3600 10 -5 2
VHAC 7d+2 (2) pi++ 6 1200/3600 10 -5 2
LAG 12d cr ex 8 10000/30000 10 -8 2 [5][8]500yd
VLFG 6d+1 (3) pi++ 6 2000/6000 1 -6 2 [5]
LFG 7d+1 (3) pi++ 8 2000/6000 1 -8 2 [5]
HFG 9d+1 (3) pi++ 9 3200/9600 1 -10 2 [5]
VHFG 11d (3) pi++ 9 4000/12000 1 -12 2 [5]
SC 14d (2) pi++ 1 400/1200 1 -6 2

VLRP/8 3d-1 (3) cr ex 1 400/1200 8 -3 1 [5]
VLRP/32 3d-1 (3) cr ex 1 400/1200 16 -3 1 [5]
VLRP/128 3d-1 (3) cr ex 1 400/1200 64 -3 1 [5]
LRP/8 4d (3) cr ex 1 400/1200 2 -3 1 [5]
LRP/16 4d (3) cr ex 1 400/1200 4 -3 1 [5]
LRP/24 4d (3) cr ex 1 400/1200 8 -3 1 [5]
LRP/32 4d (3) cr ex 1 400/1200 16 -3 1 [5]
MRP/9 6d (3) cr ex 3 800/2400 2 -4 1 [5]
MRP/18 6d (3) cr ex 3 800/2400 8 -4 1 [5]
MRP/36 6d (3) cr ex 3 800/2400 16 -4 1 [5]
IRP/10 4d+1 (3) cr ex inc 1 400/1200 2 -4 1 [4][5]
IRP/20 4d+1 (3) cr ex inc 1 400/1200 4 -4 1 [4][5]
IRP/30 4d+1 (3) cr ex inc 1 400/1200 8 -4 1 [4][5]
HRP/24 7d-1 (3) cr ex 4 1200/3600 8 -5 1 [5]
HRP/48 7d-1 (3) cr ex 4 1200/3600 16 -5 1 [5]
HIRP/24 5d+1 (3) cr ex inc 4 1200/3600 8 -5 1 [4][5]
HIRP/48 5d+1 (3) cr ex inc 4 1200/3600 16 -5 1 [4][5]
AAM 2d (5) cr ex 11 3200/9600 1 -7 1 [8]500yd[9]
ABM 10d cr ex 6 1200/3600 1 -6 1 [6]
AGM 3d (5) cr ex 8 1200/3600 1 -4 1 [5][9]
ATM 5d (5) cr ex 8 1200/3600 1 -6 1 [5][9]
HATM 6d (5) cr ex 9 2000/6000 1 -9 1 [5][9]

LPZ 2d (5) cr ex 1 400/1200 1 -2 1 [3]
MPZ 3d (5) cr ex 1 400/1200 1 -2 1 [3]
HPZ 4d (5) cr ex 3 800/2400 1 -3 1 [3]
RFB 3d-1 (5) cr ex 3 400/1200 20 -4 2
LBZK 3d (5) cr ex 5 800/2400 1 -4 2
MBZK 4d (5) cr ex 5 800/2400 1 -4 2
HBZK 5d (5) cr ex 5 800/2400 1 -5 2

LFL 5d burn 5 25/75 1 -2 1 [4]
MFL 7d burn 7 50/150 10 -2 1 [4][5]
HFL 9d burn 7 100/300 20 -3 1 [4][5]
APM 4d cr ex 5 800/1200 1 -3 2 [1][5][8]100yd
LGM 5d (3) cr ex 4 1200/3600 1 -4 2 [5][8]150yd[9]
HGM 7d-1 (3) cr ex 6 2000/6000 1 -5 2 [5][8][250yd[9]
LFM 15d cr ex 5 1600/4800 1 -5 2 [5][8]200yd
MFM 20d cr ex 6 2000/6000 1 -6 2 [5][8]250yd
HFM 25d cr ex 6 2400/7200 1 -7 2 [5][8]300m
APGL 3d cr ex 1 400/1200 1 -2 2 [1][5]
LGL 5d (3) cr ex 1 400/1200 20 -4 2 [5]
HGL 7d-1 (3) cr ex 3 800/2400 10 -5 2 [5]

LPA 3d (3) burn sur 7 400/2400 1 -6 1
HPA 5d-1 (3) burn sur 8 600/3600 1 -8 1
LRG 5d-1 (3) pi++ 8 2000/6000 20 -7 2
HRG 11d+2 (3) pi++ 9 4000/12000 1 -12 2
SLC 5d+2 (2) burn 12 1000/6000 1 -4 1
GLC 6d+2 (2) burn 7 400/2400 10 -4 1
LLC 7d (2) burn 12 1000/6000 1 -5 1
HLC 8d+2 (2) burn 12 1000/6000 1 -5 1
LPLC 8d+2 (2) burn 8 600/3600 1 -5 1
HPLC 10d (2) burn 8 600/3600 1 -5 1

CR Size + 1d cr Reach C [10]
MF 9d cr Reach C [10][11][15]
HWP 3d+2 (2) burn sur Reach 1-4 [10][14][15]
CS 4d+2 (2) cut Reach 1-2 [10]
VB 4d (2) cut "Reach C,1" [10]
VR 3d (3) imp "Reach 1,2" [10][12][15]
VA 5d (2) cut "Reach 1,2" [10][11][16]
SKG 4d (3) pi++ Reach 1 [10][16]
HSKG 5d (5) pi++ Reach 1 [10][12][16]
HWG 10d burn ex sur N/A [13]
HG 15d cr ex N/A [1][13]
HHG 25d cr ex N/A [13]
SDG 30d cr ex N/A [6][13]
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[edit]
Upon further reflection, I'm going to reduce the Acc by a further 1. The answer will be that the Gear's targeting system is treated like a Scanning Sense with Targeting, and if they lock on a target, and make an aimed attack, they get a +3 bonus instead of +2.
[/edit]

Notes:
[1] This is an Anti-Infantry Weapon. There is no bonus or penalty as GURPS deals with this as a SM issue.

[2] This weapon can use Fragmentation Ammo. If used, it reduces the damage to 1d+1 pi+, changes the RoF to 1x20, and reduces the Rcl to 1.

[3] Disposable, what this actually means for the game . . . you got me.

[4] This weapon is a slow-burn incendiary. It continues to inflict its damage for a number of turns equal to the margin of success it hit by.

[5] This weapon may be fired indirectly

[6] The explosive damage for this weapon is divided by 2 per hex instead of 3.

[7] The explosive damage for this weapon is divided by 1 per hex instead of 3.

[8] The weapon has a minimum range, listed next to the note.

[9] These weapons are guided to their target. They can be used as either Guided or Homing. If a friendly unit has painted the target with a Designator it functions using the Guided rules: in addition the unit gets it’s full Acc bonus and an additional +4 bonus to hit the target. If a friendly unit has not illuminated the target with a Designator, the regular Homing rules are used (on pg 412-413).

[10] This is a melee-only weapon

[11] If the weapon causes any penetrating damage, the dDR of the target is permanently reduced by 1.

[12] This weapon’s penetrating damage is halved.

[13] This weapon can be thrown, following standard GURPS Rules.

[14] This weapon can grapple with a ST equal to the Gear’s.

[15] This weapon has a +2 to-hit bonus in Melee.

[16] This weapon has a -2 to-hit penalty in melee.

Last edited by Mark Skarr; 03-25-2010 at 06:54 PM. Reason: updated for Accuracy change and some corrections.
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Old 03-25-2010, 06:03 PM   #57
Mark Skarr
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Default Re: GURPS Heavy Gear

I've updated previous posts to reflect a change that struck me:

In Heavy Gear you suffer a penalty to-hit if you haven't "locked" on a target. GURPS has a mechanic for that: Targeting in Scanning Sense. It gives a +3 for ranged, aimed, attacks.

Updated weapons list. It's still ugly, though.

Also, I just added rules for the Anti-Missile System.

Any comments, suggestions, disagreements?

Last edited by Mark Skarr; 03-25-2010 at 06:52 PM. Reason: Update.
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Old 03-26-2010, 12:06 AM   #58
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Default Re: GURPS Heavy Gear

Do you care whether these weapons are compatible at all with other GURPS weapons?

Because it seems strange (well, actually, it seems downright wrong) for vehicle-mounted machine guns in the future to have Acc equal to TL 6 open-bolt submachine guns. That's like designing the weapons to be deliberately useless at anything more than a hundred yards or so and it becomes very hard to justify such a decision unless the campaign world is not supposed to make coherent sense.

Vehicle-mounted MGs are Acc 5 or 6 in GURPS.
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Old 03-26-2010, 01:18 PM   #59
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Default Re: GURPS Heavy Gear

Quote:
Originally Posted by Icelander View Post
Do you care whether these weapons are compatible at all with other GURPS weapons?

Because it seems strange (well, actually, it seems downright wrong) for vehicle-mounted machine guns in the future to have Acc equal to TL 6 open-bolt submachine guns. That's like designing the weapons to be deliberately useless at anything more than a hundred yards or so and it becomes very hard to justify such a decision unless the campaign world is not supposed to make coherent sense.

Vehicle-mounted MGs are Acc 5 or 6 in GURPS.
The short answer is: machine guns simply aren't useful against Gears. They're low-priority weapons that most vehicles have simply to make infantry keep their heads down. And Gears, agile enough to dodge missiles, don't really need to worry about infantry as much. Gears usually carry Anti-Personnel Grenade Launchers (APGLs), and those do a number on infantry.

Also, most modern, medium-high acc weapons are either coax to the main gun, are the main gun, or have dedicated systems to help fire them. Most Gear machine guns are mounted on the side of the torso, off the centerline.

Okay, that really wasn't that short.

Some weapons, like the Snub Cannon (SC), are designed to be short-ranged anti-structure/tank-killing weapons. If you're using it at ranges in excess of 100 yards you're wasting ammunition.

All that said, I don't see that increasing the Acc of most of the weapons up to 4-6 (except for the disposable weapons, which are supposed to suck) would cause many problems. However, there are some weapons in Heavy Gear that simply aren't very accurate (rockets, disposables, snub cannons).

Any one have a problem with raising the Acc of a chunk of the weapons to between 4 and 6?
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