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#1 |
Join Date: Jan 2019
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Has anyone done a conversion of the system to Gurps? I found a set of fan rules for Star Wars but I'd like to go into the BT universe using Gurps. Does anyone know if someone did house rules for it?
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#2 |
Join Date: Aug 2007
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It's a fairly frequent subject. Changing BT Skills for Gurps skills is simple. Using UT personal gear instead of BT stuff is only a little more involved but doing 'Mechs in Gurps is a major project.
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Fred Brackin |
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#3 | |
Join Date: Jul 2008
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Doing battlemechs in particular becomes more of a challenge due to the strangeness of Battletech weapon behavior. If you want your mech engagements to be anything like actual Battletech, you need ablative armor and ludicrously short-ranged weapons that play along with the ablative armor. And potentially some kind of scaling houserules to stop small arms from being a better counter to mechs than Battletech's anti-vehicle weapons (without being useless, because small-arms fire does harm 'mechs).
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#4 |
Join Date: Jan 2019
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I was more interested in a non mech game. So I figured that the option of mechs wouldn't be applied. The most would be vehicles and those rules are already covered in other books.
When it comes to drop and jumpships I was also going to ignore them for combat. Basically the game would be run without mechs and the ships would be used for transportation. There might be missions to raid one but that would be the extent of it. |
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#5 |
Join Date: Aug 2007
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Then it's a Gurps SF game with core worlds mostly at TL10, Periphery worlds at TL9 or even lower and the Clans coming in at TL11.
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Fred Brackin |
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#6 |
Join Date: Jan 2019
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Pretty much. I tried playing A Time of War with other people but they were always about mechs. Instead of having a game about all the other things you can do in that setting.
I enjoy BT but running around with mechs just doesn't feel like an RPG to me. That is a tactical tabletop game and if I wanted to play that I'd just do Necromunda or something similar. |
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#7 |
Join Date: Aug 2004
Location: Olathe, KS
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I used this for a number of years. RP for using GURPS and a modified Battletech for mech combat. Should be pretty easy to do in 4th edition as it was in 3rd.
http://www.sjgames.com/gurps/Rolepla...onversion.html
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Bob Gilson Mib#3477 Formally Bobzilla GURPS Checker for Prime Directive |
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#8 |
Join Date: Dec 2007
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I used the Battletech wargame pretty straight except with GURPS skill rolls, reversing the sign on dice modifiers and increasing them by half again.
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#9 |
Join Date: Dec 2012
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Probably a good place to link to GURPS Spaceships 4: Fighters, Carriers, and Mecha. Admittedly, I haven't tried to make specific BT BattleMechs with that book, but I think it's possible. not sure about converting the heat sink rules, though. Kind of wondering if that's already been discussed elsewhere.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#10 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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I do Pilot damage as 2d pi from impacts, and 2d burn from heat-based injuries. If necessary I do 1 BattleTech point of damage as 100 points of character-scale damage. Works pretty well. In general, getting hit by 'Mech-scale weapon is a "that looks bad--you should return to character generation" moment. But, the basic answer is "GURPS for characters and BattleTech for 'Mech combat." |
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