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Old 03-23-2010, 02:23 PM   #19
Mark Skarr
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Join Date: Feb 2005
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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 07:20 PM. Reason: Added Anti-Missile Systems
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