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Old 07-07-2015, 02:18 PM   #21
Eukie
 
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Default Re: GURPS 3e & 4e Metal Gear Solid

The W80 warhead is basically the same warhead used in the B61, so you could probably just use the B61 as a mold for the stealth projectile carrying the W80. The projectile fired by the railgun is an unguided bomb, just like the B61.
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Old 07-07-2015, 03:42 PM   #22
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Default Re: GURPS 3e & 4e Metal Gear Solid

Cool. I'll get started on the design process now.

Last edited by RedDragon; 07-08-2015 at 11:38 AM.
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Old 07-08-2015, 03:37 PM   #23
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Default Re: GURPS 3e & 4e Metal Gear Solid

Here it is:

Metal Gear REX -STANDARD MECHA DEFENSE MACHINE - WALKING BATTLE TANK (WBT) - REX0023b [TL8+2] (GURPS 3e)

(All components are TL8 unless otherwise specified.)
[*]Description (!Spoilers!):Metal Gear REX was a Metal Gear prototype that was jointly developed by DARPA and ArmsTech for the United States Army in the early 2000s. In the early 1960s, Soviet scientist Aleksandr Leonovitch Granin created designs for a REX-like bipedal tank. However, Colonel Volgin of GRU rejected his ideas in favor of Nikolai Stepanovich Sokolov's Shagohod. Drunk and bitter, Granin sent his designs to an American colleague, revealing this to CIA operative Naked Snake during Operation Snake Eater. The development of REX itself was foreseen in a psychic premonition by Elisa and Ursula during the San Hieronymo Incident in 1970.

Some time after Solid Snake's encounters with TX-55 Metal Gear in 1995 and Metal Gear D in 1999, an attempt to carry out a Metal Gear project within the United States had been planned but was officially scrapped yet convinced the private weapons company ArmsTech that building one for the U.S. Army would be a very profitable venture. ArmsTech had been in a dire state financially, with the possibility of a hostile takeover becoming apparent after failing to obtain a contract on a new line of fighter jet for the U.S. Air Force. Likewise, the Department of Defense agreed to its development due to the defense budget being slashed by 15% and thus being forced to allow the private sector to develop their weapons for them.

In 2002, DARPA Chief Donald Anderson was heavily bribed by ArmsTech to back the Metal Gear REX project. DARPA funded REX's development covertly, using part of the United States' black budget.The nuclear weapons disposal facility on Shadow Moses Island was constructed to conceal the development of Metal Gear REX. Its rail gun was based on technology developed for the SDI, having been successfully miniaturized in a joint venture between ArmsTech and Livermore National Labs. Livermore Labs also developed a new type of nuclear weapon for REX using NOVA and NIF laser nuclear fusion testing equipment and supercomputers.

One of the main goals of developing REX was to overcome a global trend in military downsizing at the time. REX was a self-mobile launch platform capable of using its massive rail gun to launch a nuclear warhead contained projectile package with a low radar cross-section, and without the need for a rocket propulsion system, The launch event was also undetectable by satellite thermal imaging, unlike the massive heat signature characteristic of ICBM launches. It could give any country in the world a first-strike capability that other nations would find hard to counter. This also exploited a specific loophole that existed in anti-nuke treaties, since projectiles fired from a rail gun were not technically ICBMs, so the START treaties imposing limitations on ballistic missiles did not apply.

During REX's development, the Metal Gear engineers became concerned of what would happen if REX, after it was completed and doing solo ops in the field, was detected by the enemy and forced to engage in close range combat against conventional forces. They then decided that they could make REX's hull a weapon in itself. Although the program was completed, and had gotten fantastic results from supercomputer simulation, the military shelved the project before they could even install it (as the military viewed it as not being part of their regulations). However, REX's chief engineer Hal Emmerich secretly uploaded the data into REX anyway. Although the first actual prototype for REX was developed in 2005, it went through multiple prototype stages in VR while it was still in the design stage to correct various flaws before being developed. As REX was primarily tested via VR simulations, the Pentagon and ArmsTech needed to perform live testing to compare the simulation data with actual test results. Because of this, they started a field exercise at the remote military facility on Shadow Moses Island.

Eccentric Chief Engineer Hal Emmerich (AKA "Otacon") was a huge fan of Japanese cartoons (Anime), which often feature large humanoid robots (sometimes with rather obvious weak points). As a result, he designed REX with a glaring design flaw: Its poorly armored Radome, which, if damaged, would render the pilot blind inside the closed cockpit.

Sources: The Metal Gear Wiki, Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid 3: Snake Eater, and Metal Gear Solid 4: Guns of the Patriots.
[*]Body and Subassemblies: Two Legs, Two striker arms ("Railgun & Radome"), limited rotation turret.
[*]Drivetrain: One 4,154.375kW leg drivetrain in legs.
[*]Arm Motors: One ST 2000 cheap striker arm motor in each arm.
[*]Cockpit: Basic Cockpit in turret.
[*]Built-In Weapons: Two 30mm X GAU-8R Avenger rotary cannons in turret facing forward with 2,500 shots each, Free-Electron Mobile Tactical High-Energy Laser (MTHEL-FE, [ArmsTech International V17 Vulcan Cannon, Searing LaserStorm High-Energy Cutter "Slice n' Dice"]) in body facing forward, four 178mm REX missile launchers concealed (see GURPS Vehicles p.42) in body facing upwards with 6 AGM-114P "Hellfire" HEAT missiles each, 18.5m Rail Gun (Special Ops Optimum Bombardment 422 "Widowmaker" 330mm launch tube) in right arm with three 200kt Nuclear Warheads, Retractable Sharp Claws (foot spikes) in each leg.
[*]Weapon Accessories: 178mm REX missile launchers in body are linked, MTHEL-FE has casemate mount, and all AGM-114P missiles are in anti-blast magazines.
[*]Sensors: 50-mile range PESA in left arm facing forward, 125-mile range AESA in left arm facing forward.
[*]Comsuite: Basic Comsuite in Turret.
[*]Electronic Countermeasures (ECM): Deceptive Jammer (Jam Rating 6) in turret.
[*]Power Systems: 5,354kW Gas Turbine (ArmsTech AGM 4000 "Behemoth") in body powers all systems except MTHEL-FE using 294.5gph of Diesel fuel. 20,000,000kWs TL9 non-rechargeable power cell (Laser Pro Pack) in body powers MTHEL-FE for 174 shots.
[*]Fuel and Fuel Tanks: 1,515-gallon self-sealing tank in body provides fuel for 5 hours of Gas Turbine operation.
[*]Cargo Space: 34.5 cf of cargo space in right arm. 250 cf of cargo space in body. Load Weight 6,725lbs.
[*]Access Space: 107.38cf of access space in body, 252cf of access space in each leg.
[*]Volumes: Right Arm 1200cf, Left Arm 195cf, Turret 1200cf, Body 2860cf, Each Leg 2,520cf.
[*]Structure: Heavy Frame, Advanced Materials. Foot Rollers.
[*]Hit Points: Body HP 4,500, Turret HP 2,400, Each Leg HP 3,600, Right Arm HP 4,800, Left Arm HP 500 (Original HP 1,500).
[*]Surface Features: Sealed. Radical Stealth. One 324lb. Hardpoint on each leg.
[*]Armor: TL10 Laminate Armor is PD 4 DR 56, except for left arm which is PD 3 DR 15.
[*]Statistics: Loaded Weight 115,150 lbs., Loaded Mass 57.58 tons, Empty Weight 85,802 lbs., Empty Mass 42.9 tons. Mecha Volume 10,495 cf (388.7 cy). Size Modifiers +7; Right Arm +5; Left Arm +3; Turret +5; Each Leg +5. Price $29,745,029. Health 12.
[*]Dimensions: Height 39.37ft., Length 24.46 ft., Width 18.9ft.
[*]ST and Reach: Body ST 9,000. Arm ST 2000. Right Arm Reach 14. Left Arm Reach 8. Thr. Damage 6dx34. Sw. Damage 6d x 35.
[*]Ground Performance: Ground Speed 70mph (90mph on foot rollers). Ground Acceleration (see GURPS Vehicles p.129) 19mph/s. gMR 1.25. gSR 2 (gSR 1 on foot rollers). Ground Move 12/35 (12/45 on foot rollers). Jump-capable.
[*]Other: Usual Hardpoint load is 3 AGM-114P "Hellfire" HEAT missiles on each hardpoint.


As for the weapons, the MTHEL-FE is just a TL8 medium laser cannon from the GURPS Mecha weapon tables (the claws are there too), but the rest I created using the GURPS Vehicles design system. Their stats are as follows:
[*]X GAU-8R Avenger rotary cannon:
Malf: Ver. Dam: 6d x 5 1/2d: 1,800 Max: 7,600 Acc: 15 Wt.: 619.5 lbs. SS: 25 Cost: $30,738 RoF: 78 Pow.: 15.8kW
[*]178mm REX Missile Launchers:
SS: 20 RoF: 1/5 Wt.: 356 lbs. Cost: $6,950 Rating: 108 lbs.

The Railgun was designed as a Gun/Launcher:

As Gun: Type: Cr. Dam: 6d x 58 SS: 30 Acc: 20 1/2D: 6,100 Max: 15,000
Weight: 5,600.5 RoF: 1/11 Cost: $2,453,963 Pow:1,137

As Launcher: SS:30 RoF: 1/8 Wt: As above. Cost: As above. Rating: 700


And the missiles:[*]AGM-114P "Hellfire" HEAT Missile:
Malf: Crit. Guid: SALH Type: Exp. Dam: 6d x 56(10) Spd: 487 End: 34 Max: 8,800 Min: 0 Skill: 17 WPS: 108 VPS: 2.16 CPS: $12,461


There it is. I tried to make it closer to its official statistics. I couldn't decide how to create the railgun projectiles (whether as Nuclear Bullets, Smart Bombs, Missiles, or Unguded bombs), so there aren't any statistics for the nukes here. I left a lot of cargo space in the railgun arm, though, so you can just store ammunition in there.

Last edited by RedDragon; 07-09-2015 at 10:15 AM.
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Old 07-08-2015, 06:19 PM   #24
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Default Re: GURPS 3e & 4e Metal Gear Solid

I'd treat the warhead as a guided bomb.

Nukes in 3rd ed can be stated like this:

Weight of a TL 8 warhead is (0.25×Warhead yield in kilotons) +2 lbs. Cost is $6,000 × (5+LOG( Warhead yield in kilotons)), then divide this total in half for a TL 8 warhead.

Nuke damage is 6d× 2,000,000 × Warhead yield in kilotons. Half damage every 2^(6+LOG(warhead weight in kilotons)) yards.

These rules were left out of the Vehicles rules for some reason and the only reason I know of them is thanks to forum user MALloyd publishing his play test notes on the web many moons ago heh.
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Old 07-10-2015, 03:23 PM   #25
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Default Re: GURPS 3e & 4e Metal Gear Solid

Here's a Gekko. I designed this one with the 3e Robots Rules, as it is unmanned. The Gekko's official statistics are a lot less fleshed out than REX's are, so there was a bit of guesswork involved.

Gekko (circa 2014, as seen in MGS 4: Guns of the Patriots)[TL8+1]:

Backstory (!Spoilers!):

The Gekko was a large unmanned autonomous fighting vehicle developed by AT Corp for use in ground combat. Officially designated IRVING by the United States Army, Gekko were colloquially called "lizards" after the species of small lizard with a similarly spelled name: gecko. These war machines were created using a combination of technologies used in the production of Metal Gears REX and RAY. However, Gekko were not Metal Gear. Unlike true Metal Gear, Gekko had no nuclear launch capability. Instead, they were more akin to infantry fighting vehicles, with multiple units acting as a coordinated team in support of ground forces.

Sources: The Metal Gear Solid Wiki, MGS 4: Guns of the Patriots, MGR: Revengeance.

All components are TL8 unless otherwise specified.
[*]Body and Subassemblies: One arm on front of body, One Full Rotation Turret, Two Legs. Front of Turret has a 30-degree slope.
[*]Robot Brain: C4 Microframe in turret w/ the Compact, High Capacity, and +1 DX Booster options.
[*]Sensors: Basic Sensors in turret w/ the Acute Vision +2, Thermograph, 360-degree vision, Night Vision, Acute Hearing +1, No Sense of Smell/Taste, Telescopic Zoom 2, and +2 skill Search Radar options.
[*]Communicator: Basic Communicator in turret w/ the Disturbing Voice (manifested as animal-like chirping and lowing rather than an audibly unappealing voice), No Cable Jack, IFF Transponder, and IR Communicator options.
[*]Arm Motors: One ST 300 arm motor in arm w/ the Bad Grip, Extendible, Extra-Flexible, Retractable options.
[*]Propulsion: TL9 485kW leg drivetrain in legs.
[*]Built-In Weaponry: Fine quality Dagger concealed in arm, One talon in each leg, 7.62mm light machine gun in turret facing forward, with 100 shots in gun and 200 extra shots carried in turret.
[*]Accessories: GPS in turret, Gyrobalance in turret.
[*]Cargo Space: 2cf of cargo space in body, usually loaded with Hand Grenades.
[*]Power Systems: 488 kW Gas Turbine in body powers all systems using 39.05 gph of Diesel Fuel.
[*]Fuel and Fuel Tanks: 470-gallon light self-sealing tank in body, provides fuel for 12 hours of gas turbine operation.
[*]Endurance: 12 hours.
[*]Volumes: Arm 35cf, Turret 125cf, Body 315cf, Each Leg 110 cf.
[*]Structure: Heavy Frame Strength, Expensive Materials, except for legs which are TL9 Medium Frame Strength, Advanced Materials, and have the Biomechanical and Flexible options.
[*]Hit Points: Body HP 900, Turret HP 450, Arm HP 225, Each Leg HP 225.
[*]Surface Features: Sealed. One 300-lb Hardpoint on left, right and top of turret.
[*]Armor: Laminate Armor is PD 4 DR 35, except for front of head, which is PD 5 DR 42, arm, which is PD 3 DR 15, and legs which are TL9 Laminate Armor and are PD 4 DR 20.
[*]Biomorphics: Surface Sensors. Legs are sculpted.
[*]Statistics: Loaded Weight 11,722.3 lbs. Loaded Mass 5.86 tons. Empty Weight 7791.3 lbs. Empty Mass 3.9 tons. Robot Volume 695cf. Height 13.78 ft. Length 8.53 ft. Width 5.91 ft. Price $4,731,100. Body ST 1,800. Arm ST 300. DX 11. IQ 7. HT 12. Ground Speed 36mph. Ground Acceleration 7mph/s. Ground Move 18. Water Speed 8mph. Water Move 4. LC 0. 1,045 points.

Some Usual Hardpoint loads: Nuclear Demolition Charge (on top hardpoint; contains a 1kt Mini-Nuke. Heavy Frame Strength, average materials. Laminate armor is PD 4 DR 30. HP 18. SM -2. Weighs 104 lbs. Cost $102,400); M2 Browning Machine Gun (one on each side hardpoint; contains a 12.7mm Heavy Machine Gun. Heavy Frame Strength, average materials. Laminate Armor is PD 4 DR 30. HP 24. SM -1. Weighs 132lbs. Cost $9,200); ECM Array (on top hardpoint; contains Deceptive Jammer with Jam Rating 2(see GURPS Mecha p.84) and IR Jammer with Jam Rating 4. Heavy Frame Strength, average materials. Laminate Armor is PD 4 DR 30. HP 32. SM -1. Weighs 179 lbs. Requires 4.5kW (supplied by Gas Turbine) Cost $124,400).

Last edited by RedDragon; 07-12-2015 at 11:57 AM.
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Old 07-11-2015, 10:14 AM   #26
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Default Re: GURPS 3e & 4e Metal Gear Solid

Next on the list: creating the Dwarf Gekko, then finishing Raiden's MGS2 stats, then adding Raiden's MGS4 stats, and lastly, adding his MGR stats.
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Old 07-12-2015, 11:27 AM   #27
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Default Re: GURPS 3e & 4e Metal Gear Solid

Also, for all the strange powers the characters seem to possess:

Nanomachines, son!: These are the ultimate Deus Ex Machina in MGS (I swear, they must appear at least 300 times in the script of MGR": Reveangence). Nanomachines in the Metal Gear series grant abilities that are far beyond those they could ever reasonably bestow in real life. Also, considering the powers they give (e.g. Instantly healing from near-fatal wounds, or running up 90-degree walls [Yeah, I'm talking about you, Vamp!]), they seem to be remarkably inexpensive. Whenever a character displays abilities that should be impossible for a human being to perform, or even blatantly violate all known laws of physics, they can be hand-waved away with the simple phrase, "Oh, looks like he has nanomachines." Nanomachines can be used to grant most physical and mental disadvantages in the GURPS System, 3rd edition or 4th edition. The cost of Nanomachine insertion operations is $200 x the point cost of the abilities granted (negative points are treated as positive points for the purpose of determining dollar cost).

Also, for those new to the series, the established timeline (of the main series games and important events outside of those games) is as follows:
(!Small Spoilers!)

1962: Soviet nuclear research scientist Sokolov defects to the U.S. The Cuban Missile Crisis.
1964: The events of Metal Gear Solid 3: Snake Eater: The Virtuous Mission and Operation Snake Eater.
1970: The events of Metal Gear Solid: Portable Ops: The San Hieronymo Incident.
1972: The Les Enfants Terribles Project.
1974: The events of Metal Gear Solid: Peace Walker: The Peace Walker Incident.
1975: The events of Metal Gear Solid V: Ground Zeroes: The XOF Trojan Horse Operation.
1984: The events of Metal Gear Solid V: The Phantom Pain (please note that MGS V has not been released yet, and all we have to go on are the trailers, gameplay and story segments shown off at conventions, and various other promotional material. The game's position in the timeline may change.)
1995: The events of Metal Gear: The Outer Heaven Uprising and Operation Intrude N313.
1999: The events of Metal Gear 2: Solid Snake: The Zanzibar Land Disturbance and Operation Intrude F014.
2003: The assassination of Dr. Clark by the newly cyborged Frank Jaeger, AKA Gray Fox.
2005: The Events of Metal Gear Solid: The Shadow Moses Incident.
2007 and 2009: The events of Metal Gear Solid 2: Sons of Liberty: The Tanker Incident in 2007, and the Big Shell Incident in 2009.
2008: The Liquidation of the Dead Cell, a smear campaign organized by the Patriots against the counter-terrorist SEAL team Dead Cell.
2014: The events of Metal Gear Solid 4: Guns of the Patriots: Liquid Sun, Solid Sun, Third Sun, Twin Suns, Old Sun, and Naked Sin.
2016: The events of the Metal Gear Rising: Revengeance "Jetstream" DLC: The Raid on World Marshall.
2018: The events of Metal Gear Rising: Revengeance: The Ambush at Africa, The Abkhazian Coup, The Investigation at Guadalajara, The Raid at Denver, and Operation Tecumseh.

There are also many Non-Canon, Re-releases, Deluxe Versions and Spin-Off Games, which I will list below, in as close to chronological order as I can get (they aren't as well fleshed out as the Main Series Games):

Metal Gear: Ghost Babel: Set in 2002, this is an alternate sequel to the original Metal Gear published for the Gameboy Color. It received high scores.

The Metal Gear Acid Series: Metal Gear Acid and Metal Gear Acid 2, plus Metal Gear Acid Portable and Metal Gear Acid Portable 3D (which were stripped-down versions of the original Metal Gear Acid), which was a turn-based tactical strategy game, featuring cards which represented soldiers.

Metal Gear: This is the American-release NES version of the original Metal Gear Game on the MSX. It was produced without Hideo Kojima's involvement and thus turned out differently than the original. Despite this, it achieved critical success in America and spawned it's own sequel (the also-non canon) Metal Gear 2: Snakes Revenge.

Metal Gear Arcade: A Japan-only arcade game based on Metal Gear Online (See below). It was removed shortly due to poor sales.

Metal Gear Online: An online multiplayer game based on the MGS 4 gameplay and setting. The servers closed for good in 2008, but a sequel is planned to be released around the same time as MGS V: The Phantom Pain.

Metal Gear Solid Mobile: A game released for mobile phones which takes place between MGS and MGS 2. There were some interesting ways to use the phone camera in-game, like using it to aim remote-controlled missiles.

Metal Gear Solid Touch: Another mobile game, this one a retelling of MGS 4. It received mixed reviews.

Metal Gear Solid: Social Ops: An online game with a story based on MGS 3 and MGS Peace Walker, similar to Metal Gear Acid in that it utilized cards and was a turn-based tactical game. It's servers have been shut down.

Metal Gear Solid: Piece Walker: A flash-based jigsaw game released to promote MGS: Peace Walker.

Ganbare Snake: A downloadable mobile game that was a crossover between MGS 4 and Ganbare Salary Man. The download is no longer available.

Re-releases and Deluxe Editions: Metal Gear Solid 2: Substance, Metal Gear Solid 3: Subsistence, Metal Gear Solid: Integral, Metal Gear Solid: Portable Ops Plus, Metal Gear Solid: Snake Eater 3D, Metal Gear Solid: The Essential Collection, Metal Gear Solid: The Legacy Collection, Metal Gear Solid: The Twin Snakes, Metal Gear Solid: HD Collection, and the Metal Gear 20th Anniversary: Metal Gear Solid Collection: These are all re-releases or Deluxe Versions. Mostly they feature enhanced graphics, extra game modes, and the like, although a few provide new story content.

In addition, there have been many MGS releases in other media, including a boardgame, soundtrack CDs, and a novel.

Last edited by RedDragon; 07-16-2015 at 10:19 AM.
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Old 07-12-2015, 05:10 PM   #28
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Default Re: GURPS 3e & 4e Metal Gear Solid

I thought Vamp used some sort of super Velcro for his 90-degree wall running feats?
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Old 07-13-2015, 10:10 AM   #29
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Default Re: GURPS 3e & 4e Metal Gear Solid

@ Walleris It's never stated implicitly, but it's hinted in MGS 4 that nanomachines were the source of the ability. There is a huge difference between his MGS 2 and MGS 4 appearances, however, and a lot of his other abilities are never explained.

Last edited by RedDragon; 07-13-2015 at 04:24 PM.
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