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Old 03-20-2010, 07:41 PM   #20
Mark Skarr
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Default Re: GURPS Heavy Gear

Quote:
Originally Posted by shadowjack View Post
A Hunter mecha had armor roughly equivalent to a good armored car, didn't it? Or an old light tank? So, just for eyeballing, we grab the Cold War Armored Car stats from GURPS High-Tech: DR 40 front, DR 20 flanks. The armored car's HP are even close to your 100 HP estimate.
Nope. A Hunter has an Armor Value of 15, and a T-72 has an Armor Value of 16. So, its only slightly less-well armored than a T-72.

A T-72 has an AV of 16, a Challenger has a 22, and an M1A1DU has a 25.

That that AV of 16 would be DR 1,155. However, Heavy Gear math would say that it has a DR of 706.

Quote:
Originally Posted by shadowjack View Post
Another reason I say this is that some of your estimated numbers break my suspension of disbelief. A "light" autocannon that does damage like a 75mm tank gun carried by a mere 7-ton mecha with more armor protection than a WWII tank with five times its mass… well, no wonder they're either shrugging off all harm, or getting splattered like eggs! :)
See, there not my numbers, they're Heavy Gear's numbers. Also Keep in mind that they've had over four-thousand years of technological evolution to make their vehicles tougher. WWII was in the 1940s and Heavy Gear takes place in the 6130s.

Quote:
Originally Posted by DouglasCole View Post
This is usually solved with heavy use of armor divisors. So an attack that can do 6d to a human but also penetrate a tank with DR2000 would have 6d(100).
And how do you explain this? I have a 25mm round that can damage both a tank and a person, where does this (100) come from? That's superior to Shaped-Charge weapons that also exist in the setting.

Quote:
Originally Posted by Ragitus View Post
I was not concerned about perceived laboriousness (this is apparently a problem with some gamers that has become especially popularized with the advent of a certain system's edition. It's not a problem with me and many others, just accuracy.
However, that devastates the feel of Heavy Gear. HG is a fast, simple combat system, so it didn't bog down play (that screaming that you hear is MonkeyFist disagreeing with me). A gear's stats could be put on a tiny playing card and you'd have everything you needed to play.

Quote:
Originally Posted by shadowjack View Post
I am probably way off on my memories of the Heavy Gear stats and descriptions, but that all feels pretty right to me for a one-on-one heavy gear duel, about the right level of risk to fit my mental image. Whether I've got the numbers right or not, the point is that doing it this way means you don't have to grind your way through some weapons formula unless there's some weapon that doesn't have a direct equivalent; you just start with work GURPS has already done for you, and tweak it to match.
You are, but I won't hold that against you ;-)

I've got some ideas that I'm playing around with.

My goals:

#1, It needs to be fun.
#2, It needs to feel like Heavy Gear even if the numbers don't quite match up.
#3, It need to be compatible with the rest of the rules from GURPS
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