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Old 08-04-2017, 10:56 PM   #21
sir_pudding
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Default Re: GURPS Vehicles: Steampunk Conveyances

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Originally Posted by Greg 1 View Post
Does the appearance of this Vehicles series mean that there are no plans for a vehicle design system, like third edition GURPS got from David Pulver?
The Vehicles line has been separate from Vehicle Design since, I think, the beginning of 4th edition.
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Old 08-05-2017, 01:44 AM   #22
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Default Re: GURPS Vehicles: Steampunk Conveyances

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Any Rules or Examples for 1960's Tech Steam Powered Luxury Car/Limousines ?
I'm afraid this is Steampunk, not Steam Technology. The closest thing would be the mid-TL6 Stanley Steamer (which is a decent model for a fairly sophisticated steam car in a steampunk world). Mind you, when I was researching that, I came to the conclusion that at the GURPS level of resolution, the main differences between internal combustion and mature steam technology for cars would tend to be slightly greater weight, slightly longer start-up times, and more complicated range issues.

(The standard way to calculate Range is of course fuel tank capacity multiplied by fuel consumption. That doesn't always work for steam power.)
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Old 08-06-2017, 09:40 AM   #23
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Default Re: GURPS Vehicles: Steampunk Conveyances

What I'd love to see in future Vehicles volumes is a set of scaled overhead illustrations of at least some of the conveyances, superimposed on a GURPS 1-yard hex template.

I know that would probably grossly exacerbate art-requisition and/or research time, but it'd be an awesome drop-and-go resource for GMs.
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Old 08-06-2017, 09:55 AM   #24
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Default Re: GURPS Vehicles: Steampunk Conveyances

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Originally Posted by Greg 1 View Post
Does the appearance of this Vehicles series mean that there are no plans for a vehicle design system, like third edition GURPS got from David Pulver?
The two lines are aimed at different users and functions.
VDS is for the person who likes designing their own vehicles.
Vehicles is more grab and go.
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Old 08-06-2017, 10:21 AM   #25
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Default Re: GURPS Vehicles: Steampunk Conveyances

Now I've read it, it's rather fine. A well-chosen title, a nice selection of vehicles, and some nice crunchy bits. The torpedo rules are particularly good.
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Old 08-06-2017, 11:41 AM   #26
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Default Re: GURPS Vehicles: Steampunk Conveyances

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The two lines are aimed at different users and functions.
VDS is for the person who likes designing their own vehicles.
Vehicles is more grab and go.
Since specific titles are actually relevant to this discussion I want to note that there is nothing called "VDS" being planned. The book that David Pulver is working on is called Vehicle Design, which again, has always been distinct from the Vehicles line.

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Old 08-06-2017, 12:41 PM   #27
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Default Re: GURPS Vehicles: Steampunk Conveyances

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The torpedo rules are particularly good.
Thanks - I keep forgetting to mention those, but yes. The first torpedo combat rules in 4e, and I think possibly in GURPS. Which is a little surprising, really.
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Old 08-06-2017, 01:21 PM   #28
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Default Re: GURPS Vehicles: Steampunk Conveyances

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Thanks - I keep forgetting to mention those, but yes. The first torpedo combat rules in 4e, and I think possibly in GURPS. Which is a little surprising, really.
Vehicles (the 3e books) definitely covered torpedoes.
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Old 08-06-2017, 01:45 PM   #29
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Default Re: GURPS Vehicles: Steampunk Conveyances

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Thanks - I keep forgetting to mention those, but yes. The first torpedo combat rules in 4e, and I think possibly in GURPS. Which is a little surprising, really.
Well, I built them as basic Guided attacks for the XCU-04 Orca in Will to Live.
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Old 08-06-2017, 01:55 PM   #30
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Default Re: GURPS Vehicles: Steampunk Conveyances

I think that advanced, fast, fairly stealthy torpedoes probably work fine as some version of a standard GURPS ranged attack. It's the ones that are so slow and visible that they can be evaded or outrun that require a moment's thought.
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