02-13-2016, 06:25 PM | #11 |
Join Date: Mar 2012
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Re: Some vehicles.
I "did" one vehicle once and it was challenging. I can't imagine researching this many different types. I expected just stat blocks, but there's also write ups. Great job!
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02-14-2016, 02:02 AM | #12 |
Join Date: Jan 2010
Location: Brighton
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Re: Some vehicles.
Yeah I loved the format, it felt like I was reading an add on to High Tech!
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02-14-2016, 03:49 AM | #13 |
Join Date: Apr 2005
Location: France
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Re: Some vehicles.
The 2CV Citroën! Great!
Amazing work. Thank you for it. |
02-14-2016, 05:26 AM | #14 |
Join Date: Aug 2005
Location: Denmark
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Re: Some vehicles.
Very nice.
Do you happen to have any suggestions for any general rules for making cars/bikes armoured? |
02-14-2016, 10:38 AM | #15 | |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Some vehicles.
Quote:
As a very rough guide, I think adding DR ~15 (possibly up to DR 20 for very good materials) to around half of a typical car's surface area (which seems to be about the coverage most armoured cars use) should add about a ton of weight and reduce move by around 25% and double that should reduce move by about 40%. In theory, larger vehicles should scale DR with ST (so that DR 15 would translate to around ST*0.27), weight should scale with the cube of ST, performance should scale with something close to the square root of weight (so adding the same fraction of ST as DR would reduce move by the same fraction so long as the empty to loaded weight ratio of the original vehicle stays the same). Adding significant weight without rebuilding the chassis and replacing the engine can cause problems, probably reducing HT. Handling and Stability seem likely to suffer as well. |
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02-14-2016, 12:19 PM | #16 |
Join Date: Feb 2009
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Re: Some vehicles.
This is very awesome
One thing that would be a very cool improvement would be to include a picture of the vehicles in question (I think it is legal to do so under fair use, wikipedia includes tons of pictures of vehicles) Majorly looking forward to future expansions! The vehicles you have done up are very cool, so looking forward to seeing more Are there any rules for kickstarting vehicles or other methods of turning vehicles on somewhere in GURPS? I have very painful memories of kickstarting a KLR 250, and a critical fumble can easily result in you and the bike tumbling merrily away (especially if you are taking penalties from being on a slope or on mud or gravel etc!) |
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