12-23-2011, 03:15 PM | #21 |
Join Date: Aug 2004
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Re: Converting Cthulhutech
There are no Rifts conversions online that I'm aware of, nor do I think they would really help much as that would be even more eyeballed because of how Rifts does Robotic/Normal/Supernatural strength.
You can use Spaceships for the larger designs but they might look a bit wimpy unless you take care to use the armor volume optional rules and so on. For most CthulhuTech mecha you are going to want to skim David's article on Biomecha (Pyramid 3-24) and probably 'One with the Ship' by Frick (Pyramid 3-30). When converting mecha the only hard stats is determining DR and HP. The mecha do not have any listed weights but do have 'Integrity' and a height. Easy HP Conversion: A simple conversion that often works is take the vehicle's longest dimension in feet * 3. So a Broadsword (26' tall) would have an estimated 78 HP. This neatly sidesteps the issue of Integrity-scale conversions. Using Lifting Capacity: A somewhat more 'direct' way is to use the values given for mecha Lifting (CthulhuTech, p. 133). A Broadsword has a Strength of 5. This means it can deadlift 4000 lbs * 5 = 20,000 lbs. Note that this is two-handed and in GURPS terms is probably using quadruple time. So let's divide that value by 8 then determine the Basic Lift required. 20,000 / 8 = 2,500 lbs. Assuming straight ST and not Lifting ST that means a ST of about 110. You're probably going to get much higher ST than you expect going this route! Other Stats: Note that most mecha MODIFY the pilot's stats for Agility, Actions, Reflexes, Perception. This will translate in GURPS to additional levels of DX (or similar), Perception, and so on. This is why I recommend reading those Pyramid articles, as they deal with this. For weapons .... I honestly don't think there is a direct conversion because of the dice rolling mechanics. |
12-24-2011, 02:27 AM | #22 | |
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Re: Converting Cthulhutech
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12-24-2011, 04:10 AM | #23 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Converting Cthulhutech
The High-Tech tank has ridiculous DR for its TL compared to both the Ultra-Tech tank and to G:Spaceships craft.
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12-24-2011, 04:12 AM | #24 |
Join Date: Aug 2004
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Re: Converting Cthulhutech
As in most anime-derived settings, the mobility of the mecha (and exploitation of the inexplicable man-machine synergy from bipedal forms) is what makes them so useful. In CthulhuTech this is a byproduct of the D-Engine, and allows mecha to be agile enough to dodge most conventional weapons by less-gifted platforms.
In-setting the capabilities of conventional vehicles are not particularly amazing. The M-4A1 hovertank has a plasma cannon as the main gun (can lob indirect shots like an artillery piece too) and two large laser cannons, with an Integrity of 10 and Armor 2/2. That's the same values as the Ranger AFV and Jaeger mobile artillery piece. The armor is the same as the MK-5 battlesuit lol. So compared to modern vehicles all CthulhuTech stuff might look under-armored but are VASTLY more mobile and self-sufficient. An M1 tank probably has more armor than the M-4 but the M-4 can fly. Comparing damage is rough because of the Framewerk system being a bit wierd, but if we look at it as a pure canceller (which it sort of is in Framewerk) note that the RM-10M does +2 damage and is a 20mm antimaterial railgun. The Ultra-Tech version is a bit big at 40mm (and it weighs 2 tons, not very portable!). Some quick crunching using the old UT system as a basis and black magic so it weighs about the same as a modern antimaterial rifle (RT-20 and so on) I get something like: Name Damage Acc Range RoF Shots Weight Rcl ST Bulk Cost Gauss Payload Rifle, 40mm 6dx2 pi++ 3 950 / 2800 1 1 56 / 1 -7 19 -10 $5,700.00 * 90 kW per shot. So basically whatever warhead you can fit in that is what will exceed the armor on most CthulhuTech tanks and battlesuits. Something a bit more fitting to GURPS (I doubt the CT bore sizes have any real rationalization) is a 10mm railgun firing fairly solid slugs at a good muzzle velocity: Name Damage Acc Range RoF Shots Weight Rcl ST Bulk Cost Gauss Sniper Rifle 6dx13 pi+ 5 13000 / 44000 1 1 50 / 0.044 -6 17 -10 $50,000.00 * 2200 kW per shot (!). But 7,400 m/s muzzle velocity. Both are TL10. |
12-24-2011, 05:43 AM | #25 |
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Re: Converting Cthulhutech
Hm, I shall look more in UT at weapons and armor there and see if it fits :).
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12-24-2011, 09:17 AM | #26 |
Join Date: Nov 2009
Location: Oregon
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Re: Converting Cthulhutech
My interpretation is that the UT tanks are not built as MBTs (ie, able to withstand a direct hit by their main gun on their front armor) but as more agile skirmishers / mobile artillery. As for the SS armor... as has been discussed before, those seem to be using the equivalent of "cheap" materials, for a dramatic reduction in protection value and cost. x1.5 to x2 DR for the same mass would not be unreasonable. Not sure what the cost would be, though - perhaps x4 to x10?
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12-25-2011, 04:47 AM | #27 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Converting Cthulhutech
Pyramid #3/20, page 26 [Turning Spaceships into Mecha] has a quick and simple system for upscaling power armour.
But if you want more variations you can downscale Spaceships armor stats, allow improved* and cutting edge armor, find a way to rate Move based on SM and % of mech as Legs. *eg improved armor cost and DR is as +1SM, cutting edge +2SM. Ground Move Move is dependent on the number of sections of “leg” and SM. For Build Quality, Cutting Edge, +2CF, is +1 SM for move; Experimental, +9CF, is +2 SM for Move. Code:
Sections 1 2 3 4 5 6 Sections 1 2 3 4 5 6 Acceleration 7 9 11 13 15 16 Acceleration 7 9 11 13 15 16 SM+2 light 5 7 9 11 12 14 SM+5 light 10 15 18 22 26 28 SM+2 RAW 5 7 10 11 13 15 SM+5 RAW 10 16 20 24 28 31 SM+2 heavy 5 8 10 12 14 16 SM+5 heavy 12 18 22 26 30 34 SM+3 light 6 9 11 13 15 17 SM+6 light 12 19 25 29 33 37 SM+3 RAW 6 10 12 15 17 19 SM+6 RAW 14 20 26 31 36 40 SM+3 heavy 7 10 13 16 18 20 SM+6 heavy 15 22 29 34 40 44 SM+4 light 8 11 15 18 20 22 SM+7 Light 16 24 30 32 42 47 SM+4 RAW 8 12 16 19 22 24 SM+7 RAW 17 26 34 40 46 51 SM+4 heavy 9 14 17 21 24 27 SM+7 heavy 19 29 36 44 50 56
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12-27-2011, 01:05 AM | #28 |
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Re: Converting Cthulhutech
Hm, the more I look at it, it feels like gurps does everything Ctech quite well, but the Mecha part dont feel quite right.
Seems like the only stats it will need is. Hit Points - DR - Strength - Speed Then just add on tech equipment and weapons (or advantages7disadvantages when talking about ENGELS). |
12-27-2011, 05:36 AM | #29 |
Join Date: Aug 2004
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Re: Converting Cthulhutech
-- My conversion never settled on a system. If I get around to updating it, I would do all the mecha (even the Engels) in standard vehicle statblock and each one having the Ctech modifiers in their main writeup. The only question is whether to give the mecha a Handling stat, as in CTech the suits (in GURPS terms) directly modify the users DX (and skills based on it) and presumably you use normal, not vehicular, Dodge.
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12-27-2011, 06:05 AM | #30 | |
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Re: Converting Cthulhutech
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