12-16-2021, 04:51 AM | #62 |
Join Date: Apr 2005
|
Re: Random Things to Lift and Smash
Part 45: Infrastructure - Telecommunications
TL5-7 Telecomm Infrastructure. Telephone booths for Golden Age superheroes to change into costume in & police boxes externally identical to the roving one that's bigger on the inside. Weights for some items are calculated based on stated dimensions & materials. At TL6 there were 3 types of public telephone: Enclosed Interior Booths: Made from polished wood & glass, sometimes elaborately decorated, they were once common in the halls or lobbies of upscale businesses. They had a small bench seat, a shelf & a slot for the telephone directory, plus the phone itself. A folding or double door ran floor to ceiling allowing access. In some cases, the door could be jammed open or closed (roll vs. Force Entry to jam/unjam). They were intended to give some visual privacy as well as blocking sound. Rolls to see the occupant are at -1 to -4. Rolls to detect sounds from inside when the door is closed are at -2 to -5. A ceiling light turned on when the door closed & off when it opened, but bad maintenance or vandals might keep it from working. A a dark booth with the door closed is perfect for illicit lurking or canoodling. Interior Wall-Mounts: Anything from a bare pay phone to a fancy wood enclosure with privacy screens on each side & a shelf & slot for the directory. They give little cover & no privacy (-1 or 0 to eavesdropping attempts). Enclosed Exterior Booths: The classic outdoor telephone booth. At TL6 they are first made from wood, then some mix of concrete, steel, or cast iron. TL7-8 booths use aluminum or steel & acrylic. Like interior booths, a light turns on when the door is closed. Some models had folding doors which could be jammed like those of interior booths. While they prevented the occupant from being overheard (-5 to -7), they deliberately provided little privacy (-2 to 0 to Vision). At night, with the light on, the occupant is clearly visible (Darkness Penalty -1) as is the area just outside. TL6-7 UK "telephone boxes" are made from cast iron & are usually bright red. U.S. telephone booths varied color, materials, & design. Every country had distinct phone booth patterns & colors. UK police boxes were actually mini police stations for bobbies on foot patrol. They were cast iron & concrete with sturdy wooden doors & a Good-Quality lock. Inside was a seat, a phone linked to the local office, a selection of police gear, possibly a sink, & various odds & ends. The public phone was door-mounted behind a panel. It allowed free calls to the police without actually entering the box. It was a dedicated line to the precinct office - usually the sergeant's desk - prior to the invention of the 999 (UK version of 911) system. English police boxes were blue. Scottish boxes (at least in Edinburgh) were red. They were relatively rare, even in big cities. TL7 saw pillar-mounted, partially-enclosed telephone boxes. These give partial protection from the weather & some auditory privacy (-1 to -3 to eavesdrop), but no visual privacy. Most booths had a permanently-chained (DR 3, HP2) telephone directory (DR0, HP2-4), with rugged slipcase (DR1, HP 3). Vandals might tear out pages or steal the entire book. A thick directory might stop a bullet. Per request, I've changed the formatting. I converted the tabs into "bang separated values" Where "! " stands for tab breaks. Edit: Back to the old way since my "! " format caused more trouble than it was worth. Code:
5 Wire, Telegraph, 0.2", per yd. Infrastructure - Telecomm 0.4 2 5 Miscellaneous 1 12 None Any damage requires HT roll to avoid damage to insulation. 5 Wire, Telegraph, Land, per mi. Infrastructure - Telecomm 350 28 56 Machine 0 11 None Electric 5 Wire, Telegraph, Sea, per mi. Infrastructure - Telecomm 4000 63 126 Machine 2 11 None Combustible, Electric 6 Police Box, Concrete, 8'x4'x4' Infrastructure - Telecomm 700 35 71 Machine var. 11 Medium Electric. Double Cover DR. Attacks hit windows on 1 on 1d. DR1/brittle windows, DR2 Combustible wood Doors, DR30 concrete Walls & Roof. 6 Police Box, Wood, 8'x4'x4' Infrastructure - Telecomm 350 28 56 Machine var. 11 Medium Electric. Combustible. Attacks hit windows on 1 on 1d. DR1/brittle windows, DR2 Combustible walls, DR 15 Concrete roof. 6 Telephone Booth, Wall Mount, Wood, 3'x1'.5'x1.5' Infrastructure - Telecomm 100 18 37 Machine 1 11 Very Light Electric. Double Cover DR. Includes shelf & hanging Phone Book case. 6 Telephone Booth, Wood, Large, 7'x3.5'x4' Infrastructure - Telecomm 350 28 56 Machine var. 11 Medium Combustible, Electric. Double cover DR. Attacks hit glass on 1-4 on 1d. DR 2 on wood portions, DR 1/Brittle on glass windows. Hardwood top, bottom, & back. Hardwood & glass folding door & sides. Includes light, telephone book, bench & small shelf. 6 Telephone Booth, Wood, Exterior, 7.5' x 2.75' x 2.75' Infrastructure - Telecomm 350 28 56 Machine var. 11 Medium Combustible, Electric. Double cover DR. Attacks hit glass on 1-4 on 1d. DR 2 on wood portions, DR 1/Brittle on glass windows. Hardwood roof & back. Hardwood & glass folding door & sides. Includes light, telephone book, & small shelf. 6 Telephone Booth, Wood, Interior, 7'x3'x3' Infrastructure - Telecomm 250 25 50 Machine var. 11 Medium Combustible, Electric. Attacks hit glass on 1-2 on 1d. DR 1/Brittle on glass windows. Hardwood top, bottom, & back. Hardwood & glass folding door & sides. Includes light, telephone book, bench & small shelf. 6 Telephone Box, GPO K2, 7.5' x 2.75' x 2.75. Infrastructure - Telecomm 2750 56 112 Machine var. 11 Medium Electric. Attacks hit glass on 1-3 on 1d. DR1/Brittle windows, DR 1 Combustible wood door. DR 5 Concrete walls & roof. Mounted on 1/2" concrete base. 6 Telephone Box, GPO K6, 7.5' x 2.75' x 2.75. Infrastructure - Telecomm 1650 47 94 Machine 1/7 11 Medium Electric. Attacks hit glass on 1-4 on 1d. Dr 1/Brittle glass windows, DR 7 cast iron frame, top & back. Mounted on 1/2" concrete base. 6 Telephone Box, Industrial, Wall Mount, Cast Iron Infrastructure - Telecomm 150 21 42 Machine 5 12 Very Light Electric. Double Cover DR. Cast iron door covers phone. 6 Telephone Cabinet, Commercial Infrastructure - Telecomm 20 10 21 Steel 2 12 None Contents might give extra mass and DR. 6 Telephone Switchboard Infrastructure - Telecomm 50 14 29 Machine 0 10 Light Electric 6 Telephone, Coin-Operated, Wall-Mounted Infrastructure - Telecomm 10 8 17 Machine 2 11 Very Light Electrical. Combustible. Any damage requires HT roll to avoid breakage. Only provides cover DR on 1 on 1d. 6 Telephone, Wall-Mounted Infrastructure - Telecomm 10 8 17 Machine 1 11 Very Light Electrical. Combustible. Any damage requires HT roll to avoid breakage. Only provides cover DR on 1 on 1d. 6 Wire, Communications Infrastructure - Telecomm 35 13 26 Metal 1 12 None 6 Wire, Telephone, 0.32", per yd. Infrastructure - Telecomm 0.25 2 5 Miscellaneous 1 12 None Any damage requires HT roll to avoid damage to insulation. 6 Wire, Telephone, 0.4", per yd. Infrastructure - Telecomm 0.4 2 5 Miscellaneous 1 12 None Any damage requires HT roll to avoid damage to insulation. 6 Wire, Telephone, 0.67", per yd. Infrastructure - Telecomm 0.9 3 7 Miscellaneous 1 12 None Any damage requires HT roll to avoid damage to insulation. 6 Wire, Telephone, 0.9", per yd Infrastructure - Telecomm 1.9 4 9 Miscellaneous 1 12 None Any damage requires HT roll to avoid damage to insulation. 6 Wire, Telephone, 1.36", per yd. Infrastructure - Telecomm 5.3 6 13 Miscellaneous 1 12 None Any damage requires HT roll to avoid damage to insulation. 7 Telephone Booth, Aluminum & Glass, 7'x3'x3' Infrastructure - Telecomm 550 32 65 Machine var. 11 Medium Electric. Attacks hit glass on 1-4 on 1d. DR 5 on aluminum portions, DR 2/Brittle Windows. Aluminum half-frame, bottom, & top. Shatter-resistant glass windows. 7 Telephone Booth, Pedestal Mount, 7'x2'x1.5' Infrastructure - Telecomm 500 31 63 Machine var. 11 Light Electric. Only provides Light cover if standing, otherwise Very Light cover behind pedestal. Attacks hit glass on 1-4, frame on 5, pestal on 6. DR 2 brittle/windows, DR 10 steel pedestal mount, DR 5 aluminum top, shelf & frame. Partially enclosed. 7 Telephone Booth, Wall Mount, Aluminum, 3'x1.5'x1' Infrastructure - Telecomm 75 16 33 Machine 1 11 Very Light Electric. Double Cover DR. Includes shelf & hanging Phone Book case. 7 Telephone Box, GPO K8, 7' x 2.75' x 2.75. Infrastructure - Telecomm 1320 43 87 Machine var. 11 Medium Electric. Attacks hit glass on 1-5 on 1d. DR 2/Brittle windows. DR 7 cast iron frame, back, top & door. Mounted on 1/2" concrete base. 7 Telephone, Wall-Mounted, Vandal Resistant Infrastructure - Telecomm 20 10 21 Machine 3 13 None Electrical. Combustible. Any damage requires HT roll to avoid breakage. 8 Telephone Booth, 7.5' x 2.75' x 2.75. Infrastructure - Telecomm 500 31 63 Machine var. 11 Medium Electric. Double Cover DR. Attacks hit windows on 1-5 on 1d. DR 3/Brittle glass windows, DR 7 aluminum back, top, & frame. Includes shelf & hanging Phone Book case. 8 Telephone Booth, Portable Infrastructure - Telecomm 705 35 71 Machine 1/2 10 Medium Combustible. DR 2 on steel portions, DR 1/Brittle on glass walls. Steel & padded top, botton, & 2 sides, glass wood & back. Last edited by Pursuivant; 12-16-2021 at 12:46 PM. |
12-16-2021, 05:03 AM | #63 |
Join Date: Apr 2005
|
Re: Random Things to Lift and Smash
Part 46: Infrastructure - On the Highway to Hell
Parking lot & road Infrastructure for car chases or a GURPS Autoduel reboot. Massive cast iron or concrete bollards can stop a truck or a small cannon shell. Typical parking lot bollards are nothing more than iron pipe set into a concrete base with a tough plastic cover slipped over the top. "W-Beams" are ordinary "corrugated" steel highway guard rails. "Thrie-Beams" are wider & thicker with 4 "ripples" rather than 3. They are mounted on heavy treated wood posts or steel pipes or I-beams. TL8 guardrails are designed to progressively fail, slowing the impact of cars that crash into them. Treat them as an effectively Soft surface when assessing vehicle collision damage. Signal Control boxes are metal boxes which hold the electrics & switching mechanisms for traffic signals. They can be opened with a key allowing manual override of the programmed signals. They are usually mounted on raised concrete pads. Code:
5 Bollard, Cast Iron, 1' diameter x 3' tall Infrastructure - Traffic Safety 400 29 58 Cast Iron 50 12 Very Light Set into 2-3' of concrete. Cover DR is twice normal DR. 5 Bollard, Cast Iron, 8" diameter x 3' tall Infrastructure - Traffic Safety 250 25 50 Cast Iron 50 12 Very Light Set into 2-3' of concrete. Cover DR is twice normal DR. 6 Bollard, Steel, Decorative, 6" diameter x 2.5' tall Infrastructure - Traffic Safety 80 17 34 Steel 15 12 Very Light Set into 1.5'-3' of concrete. Cover DR is twice normal DR. 6 Guardrail Base Plate, Pedestrian Infrastructure - Traffic Safety 60 15 31 Steel 12 12 None Bolted to concrete. Used to mount pedestrian guardrails. 6 Guardrail Post, Steel, 4.5" diameter x 2.5' tall Infrastructure - Traffic Safety 28 12 24 Steel 17 12 Very Light Imbedded in 3.5' of concrete. Used to attach guardrails. 6 Guardrail Post, Steel, 5.5" diameter, 3' tall Infrastructure - Traffic Safety 33 12 25 Steel 21 12 Very Light Imbedded in 3.5' of concrete. Used to attach guardrails. 6 Guardrail Post, Wood, 6" x 8" x 6' Infrastructure - Traffic Safety 72 16 33 Softwood 5 12 Very Light Imbedded in 3.5' of concrete. Used to attach guardrails. 6 Guardrail, Pedestrian, 3' x 3.5', 4.6 lb/ft) Infrastructure - Traffic Safety 14 9 19 Steel 7 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, 3' x 4', 5 lb/ft) Infrastructure - Traffic Safety 15 9 19 Steel 7 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, 3' x 5', 5.6 lb/ft) Infrastructure - Traffic Safety 17 10 20 Steel 7 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, 5' x 3.5' Infrastructure - Traffic Safety 23 11 22 Steel 7 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, 5' x 4' Infrastructure - Traffic Safety 25 11 23 Steel 7 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, 5' x 5' Infrastructure - Traffic Safety 28 12 24 Steel 7 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, Heavy, 3' x 3.5', 4.6 lb/ft) Infrastructure - Traffic Safety 21 11 22 Steel 10 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, Heavy, 3' x 4', 5 lb/ft) Infrastructure - Traffic Safety 23 11 22 Steel 10 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, Heavy, 3' x 5', 5.6 lb/ft) Infrastructure - Traffic Safety 26 11 23 Steel 10 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, Heavy, 5' x 3.5' Infrastructure - Traffic Safety 35 13 26 Steel 10 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, Heavy, 5' x 4' Infrastructure - Traffic Safety 38 13 26 Steel 10 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Pedestrian, Heavy, 5' x 5' Infrastructure - Traffic Safety 42 13 27 Steel 10 12 Very Light Might be imbedded in 1.5' to 3' of concrete. Only provides cover on 1-2 on 1d. Cover DR is doubled. Mounted on baseplate if portable. 6 Guardrail, Thrie-Beam & Steel Posts, 15' x 1' x 3' Infrastructure - Traffic Safety 275 26 52 Steel 5 12 Very Light Imbedded in 3.5' of concrete. Only protects on 1-2 on 1d. Posts might provide additional cover DR. 6 Guardrail, Thrie-Beam, Steel, 15' x 1' Infrastructure - Traffic Safety 225 24 48 Steel 5 12 Very Light Attached to posts. 6 Guardrail, W-Beam & Steel Posts, 15' x 1' x 2.5', 55 lb/yd) Infrastructure - Traffic Safety 190 22 45 Steel 5 12 Very Light Imbedded in 3.5' of concrete. Only protects on 1-3 on 1d. Posts might provide additional cover DR. 6 Guardrail, W-Beam & Steel Posts, 3' x 1' x 2.5' Infrastructure - Traffic Safety 30 12 24 Steel 5 12 Very Light Imbedded in 3.5' of concrete. Only protects on 1-3 on 1d. Posts might provide additional cover DR. 6 Guardrail, W-Beam & Steel Posts, Heavy, 15' x 1' x 3' Infrastructure - Traffic Safety 55 15 30 Steel 6 12 Very Light Imbedded in 3.5' of concrete. Only protects on 1-2 on 1d. Posts might provide additional cover DR. 6 Guardrail, W-Beam & Steel Posts, Light, 15' x 1' x 2.5' Infrastructure - Traffic Safety 155 21 42 Steel 4 12 Very Light Imbedded in 3.5' of concrete. Only protects on 1-2 on 1d. Posts might provide additional cover DR. 6 Guardrail, W-Beam & Steel Posts, Light, 3' x 1' x 2.5' Infrastructure - Traffic Safety 31 12 25 Steel 4 12 Very Light Imbedded in 3.5' of concrete. Only protects on 1-2 on 1d. Posts might provide additional cover DR. 6 Guardrail, W-Beam, Light, Steel, 15' x 1' Infrastructure - Traffic Safety 110 19 38 Steel 4 12 Very Light Attached to posts. 6 Guardrail, W-Beam, Steel, 15' x 1' Infrastructure - Traffic Safety 145 21 42 Steel 5 12 Very Light Attached to posts. 6 Parking Meter Infrastructure - Traffic Safety 175 22 44 Machine 11 12 Very Light Any damage requires HT roll to avoid breakage. Only provides cover DR on 1 on 1d. 6 Sign Base, Concrete, 1.5" square, 1.5" tall, trapezoid Infrastructure - Traffic Safety 300 26 53 Concrete 144* 12 None DR listed is maximum. Tapers to just DR 96 at top. Holds 4" diameter pole (DR 19, HP 7) with sign on top (DR 5, HP 3) which can be attacked separately. 6 Traffic Signal Control Box, Pad-Mounted, Steel, 2 x 2 x 4' Infrastructure - Traffic Safety 180 22 45 Steel 4 13 Medium Contents might provide additional mass and cover DR. Has Good-Quality Lock. 6 Traffic Signal Control Box, Pad-Mounted, Steel, 2 x 4 x 5.5' Infrastructure - Traffic Safety 280 26 52 Steel 4 13 Medium Contents might provide additional mass and cover DR. Has Good-Quality Lock. 6 Traffic Signal Pad, Steel, 10' Infrastructure - Traffic Safety 37 13 26 Steel 8 13 Very Light Only provides DR on 1 on 1d. 6 Traffic Signal Pad, Steel, 14' Infrastructure - Traffic Safety 50 14 29 Steel 8 13 Very Light Only provides DR on 1 on 1d. 6 Traffic Signal Pad, Steel, 20' Infrastructure - Traffic Safety 70 16 32 Steel 8 13 Very Light Only provides DR on 1 on 1d. 6 Traffic Signal Pole, Steel, 10' Infrastructure - Traffic Safety 75 16 33 Steel 4 13 Very Light Only provides DR on 1-2 on 1d. 6 Traffic Signal Pole, Steel, 14' Infrastructure - Traffic Safety 100 18 37 Steel 4 13 Very Light Only provides DR on 1-2 on 1d. 6 Traffic Signal Pole, Steel, 20' Infrastructure - Traffic Safety 140 20 41 Steel 4 13 Very Light Only provides DR on 1-2 on 1d. 6 Traffic Signal, Steel, Large Infrastructure - Traffic Safety 140 20 41 Machine 3 13 Light Any damage requires HT roll to avoid breakage. 6 Traffic Signal, Steel, Medium Infrastructure - Traffic Safety 85 17 35 Machine 3 13 Very Light Any damage requires HT roll to avoid breakage. 6 Traffic Signal, Steel, Small Infrastructure - Traffic Safety 60 15 31 Machine 3 13 Very Light Any damage requires HT roll to avoid breakage. Last edited by Pursuivant; 12-16-2021 at 12:43 PM. |
12-16-2021, 05:28 AM | #64 |
Join Date: Apr 2005
|
Re: Random Things to Lift and Smash
Part 47: Infrastructure - Dead End Streets
TL7-8 parking lot & road infrastructure. Barrier Blocks are semi-portable road safety & perimeter security items. Jersey Barriers are ubiquitous road construction barriers with an inverted-Vee-shaped profile. Plastic barriers are filled with water & drained when it's time to to move them. Curb stops are low, long blocks used to channel parking lot traffic. They're held in place with lengths of rebar. At TL6, traffic signal lamps (AKA stoplights) are made of steel or cast iron. At TL7, they're aluminum. At TL8, they might be polycarbonate with multi-LED lights. TL6-7 signal lamps use bullseye lenses. Vandals sometimes shoot at them (SM -7 or -8, 5+ yards above the ground). Voltage is 120 volts in North America, 230 or 240 volts elsewhere. Hanging signals are supported by cable, with the electric line clamped to it. Code:
7 Barrier Block, Full, 2' x 2' x 6', 1 cy of concrete weights 4000 lbs. Infrastructure - Traffic Safety 4000 63 126 Concrete 192* 12 Medium 7 Barrier Block, Half, 2' x 2' x 3' Infrastructure - Traffic Safety 1750 48 96 Concrete 192* 12 Light 7 Bollard, Concrete, 1.5' diameter x 2.5' tall Infrastructure - Traffic Safety 615 34 68 Concrete 144* 12 Light Might be set into 2-3' of concrete. 7 Bollard, Concrete, 2' diameter x 3' high Infrastructure - Traffic Safety 1040 40 81 Concrete 192* 12 Light Might be set into 2-3' of concrete. Narrows to 1.5' at top (DR 144*) 7 Bollard, Concrete, Heavy, 2.5' diameter, 2.5' tall Infrastructure - Traffic Safety 1500 45 91 Concrete 240* 12 Light Might be set into 2-3' of concrete. 7 Bollard, Portable, 3" x 3' Infrastructure - Traffic Safety 50 14 29 Steel 12 12 Very Light Cover DR is twice normal DR. 7 Bollard, Steel, 10", Schedule 40 Pipe, per ft. Infrastructure - Traffic Safety 40.5 13 27 Steel 18 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 10", Schedule 80 Pipe, per ft. Infrastructure - Traffic Safety 64.4 16 32 Steel 25 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 12", Schedule 40 Pipe, per ft. Infrastructure - Traffic Safety 53.5 15 30 Steel 19 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 12", Schedule 80 Pipe, per ft. Infrastructure - Traffic Safety 88.6 17 35 Steel 25 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 3", Schedule 40 Pipe, per ft. Infrastructure - Traffic Safety 7.6 7 15 Steel 11 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 3", Schedule 80 Pipe, per ft. Infrastructure - Traffic Safety 10.25 8 17 Steel 15 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 4", Schedule 40 Pipe, per ft. Infrastructure - Traffic Safety 11 8 17 Steel 12 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 4", Schedule 80 Pipe, per ft. Infrastructure - Traffic Safety 15 9 19 Steel 17 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 6", Schedule 40 Pipe, per ft. Infrastructure - Traffic Safety 19 10 21 Steel 14 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 6", Schedule 80 Pipe, per ft. Infrastructure - Traffic Safety 29 12 24 Steel 22 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 8", Schedule 40 Pipe, per ft. Infrastructure - Traffic Safety 28.6 12 24 Steel 16 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Steel, 8", Schedule 80 Pipe, per ft. Infrastructure - Traffic Safety 43.4 14 28 Steel 25 12 Very Light Set into 1.5'-3' of concrete. 2.5' to 4.5' tall. Cover DR is twice normal DR. Might have Combustible plastic cover at TL7+ 7 Bollard, Stock, Concrete, 2' diameter, 4' high, 6" pipe Infrastructure - Traffic Safety 2040 50 101 Concrete/Steel 144* 12 Very Light Removable. 6" steel pipe imbedded in center might provide extra cover DR 24. 7 Curb Stop, Concrete, 6' x 9" x 6" Infrastructure - Traffic Safety 395 29 58 Concrete 72* 12 None Brittle. 7 Guardrail Base Plate, Pedestrian, Portable Infrastructure - Traffic Safety 100 18 37 Steel 12 12 None Used to mount pedestrian guardrails. 7 Jersey Barrier, Concrete, 10' x 2' x 3', 600 lbs./ft.) Infrastructure - Traffic Safety 3750 62 124 Concrete 95* 12 Light 9" at shoulder (DR 72*), 6" at top (DR 48*) 7 Jersey Barrier, Concrete, 12' x 2' x 3' Infrastructure - Traffic Safety 5500 70 141 Concrete 95* 12 Light 9" at shoulder (DR 72*), 6" at top (DR 48*) 7 Jersey Barrier, Plastic, Empty, .44" thick, 27.2 cu ft capacity 6' x 2' x 3.5' Infrastructure - Traffic Safety 100 18 37 Plastic 5 12 Light Combustible. Cover DR is doubled. Can be filled with 23 cf of liquid or particulate solid to increase weight and DR. 7 Traffic Safety Barrier, Concrete, 4' x 2' x 4' Infrastructure - Traffic Safety 750 36 72 Concrete 192* 12 Medium 7 Traffic Signal Cabinet Base, Concrete, 4' x 4' x 1.5' Infrastructure - Traffic Safety 325 27 55 Concrete 432 13 Very Light 7 Traffic Signal Control Box, Pad-Mounted, Aluminum, 2 x 2 x 4' Infrastructure - Traffic Safety 120 19 39 Aluminum 3 13 Medium Contents might provide additional mass and cover DR. Has Good-Quality Lock. 7 Traffic Signal Control Box, Pad-Mounted, Stainless Steel, 2 x 2 x 4' Infrastructure - Traffic Safety 160 21 43 Steel 5 13 Medium Contents might provide additional mass and cover DR. Has Good-Quality Lock. 7 Traffic Signal Control Box, Pad-Mounted, Stainless Steel, 2 x 4 x 5.5' Infrastructure - Traffic Safety 280 26 52 Steel 5 13 Medium Contents might provide additional mass and cover DR. Has Good-Quality Lock. 7 Traffic Signal Control Box, Post-Mounted, Steel Infrastructure - Traffic Safety 50 14 29 Steel 4 13 Very Light Contents might provide additional mass and cover DR. Has Good-Quality Lock. 7 Traffic Signal Pad, Aluminum, 10' Infrastructure - Traffic Safety 30 12 24 Aluminum 6 13 Very Light Only provides DR on 1 on 1d. 7 Traffic Signal Pad, Aluminum, 14' Infrastructure - Traffic Safety 40 13 27 Aluminum 6 13 Very Light Only provides DR on 1 on 1d. 7 Traffic Signal Pad, Aluminum, 20' Infrastructure - Traffic Safety 55 15 30 Aluminum 6 13 Very Light Only provides DR on 1 on 1d. 7 Traffic Signal Pole, Aluminum, 10' Infrastructure - Traffic Safety 60 15 31 Aluminum 3 13 Very Light Only provides DR on 1-2 on 1d. 7 Traffic Signal Pole, Aluminum, 14' Infrastructure - Traffic Safety 80 17 34 Aluminum 3 13 Very Light Only provides DR on 1-2 on 1d. 7 Traffic Signal Pole, Aluminum, 20' Infrastructure - Traffic Safety 110 19 38 Aluminum 3 13 Very Light Only provides DR on 1-2 on 1d. 7 Traffic Signal, Aluminum, Large Infrastructure - Traffic Safety 50 14 29 Machine 2 13 Light Any damage requires HT roll to avoid breakage. 7 Traffic Signal, Aluminum, Small Infrastructure - Traffic Safety 30 12 24 Machine 2 13 Very Light Any damage requires HT roll to avoid breakage. 8 Bollard, ASTM C40 Traffic Impact, 6" diameter x 3' Infrastructure - Traffic Safety 190 22 45 Steel 25 12 Light Set into 3' of concrete. Stops 5000 lb. vehicle at 30 mph. Cover DR doubled. 8 Bollard, ASTM K12 Crash Bollard, 10.75" diameter x 3' Infrastructure - Traffic Safety 1650 47 94 Steel 25 12 Light Set into 3' of concrete. Stops 15,000 lb. vehicle at 50 mph. Cover DR doubled. 8 Bollard, ASTM K4 Crash Bollard, 8.25" diameter x 3' Infrastructure - Traffic Safety 1440 45 90 Steel 25 12 Light Set into 3' of concrete. Stops 15,000 lb. vehicle at 30 mph. Cover DR doubled. 8 Bollard, Rectangular, Switch Actuator, Aluminum 6.25" x 4.25" x 3.5' Infrastructure - Traffic Safety 35 13 26 Machine 6 12 Very Light Set into concrete base. Cover DR is twice normal DR. 8 Jersey Barrier, Plastic, Sand-Filled Infrastructure - Traffic Safety 3600 61 122 Miscellaneous 18 12 Light Combustible. Cover DR is increased by 5. Any damage which penetrates DR will cause leakage. 8 Jersey Barrier, Plastic, Water-Filled Infrastructure - Traffic Safety 1870 49 98 Miscellaneous 16 12 Light Combustible. Cover DR is increased by 5. Any damage which penetrates DR will cause leakage. 8 Parking Meter, Smart Infrastructure - Traffic Safety 175 22 44 Machine 10 12 Very Light Any damage requires HT roll to avoid breakage. Only provides cover DR on 1-2 on 1d. 8 Traffic Signal Control Box, Post-Mounted, Stainless Infrastructure - Traffic Safety 50 14 29 Steel 5 13 Very Light Contents might provide additional mass and cover DR. Has Good-Quality Lock. 8 Traffic Signal, Polycarbonate, Large Infrastructure - Traffic Safety 30 12 24 Machine 2 13 Light Any damage requires HT roll to avoid breakage. 8 Traffic Signal, Polycarbonate, Small Infrastructure - Traffic Safety 15 9 19 Machine 2 13 Very Light Any damage requires HT roll to avoid breakage. Last edited by Pursuivant; 12-16-2021 at 12:44 PM. |
12-16-2021, 09:00 AM | #65 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Random Things to Lift and Smash
It hadn't been. I just opened a new tab as a reply, then copied the raw text. Unfortunately, now that you're doing the bang-separation, it has gotten more difficult to convert. I'm sure I'll figure it out.
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12-16-2021, 09:17 AM | #66 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Random Things to Lift and Smash
I don't have any convenient tools to convert bangs to tabs (find/replace treats hitting the tab key and entering a ctrl- or alt- code as the same thing and just moves out of the replace field to the next button), so I'm going to have to bow out of this one until a better way comes along. If someone else can do those conversions easily, I'll give you access to the sheet I guess, or you can send me the TSV sheets.
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12-16-2021, 12:51 PM | #67 | |
Join Date: Apr 2005
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Re: Random Things to Lift and Smash
Quote:
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12-16-2021, 03:55 PM | #68 | |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Random Things to Lift and Smash
Quote:
In any case, I've caught the Google Sheet up to those sets. |
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12-17-2021, 06:07 AM | #69 |
Join Date: Apr 2005
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Re: Random Things to Lift and Smash
Part 48: Infrastructure - Old Vending Machines
A selection of TL5-6 slot machines, vending machines, & console games. Now your characters can really take revenge when the machine takes their money but doesn't give them any product. Late TL5 machines were mechanical & had cast iron covers. TL6-7 versions used 14-16 gauge steel, usually enameled. TL8 version are mostly made from steel with some hard plastic parts. Wall-mounted vending machines, common for chewing gum, cigarettes, & candy bars at TL5-6 were held in place by 4-6 heavy screws or bolts (DR1-3, HP 1-3 depending on size and era). Access to a vending machine will be via a special key (treat as a Fine-Quality Lock). The coin collection box will be heavily built (DR 1, HP 3+). Breaking into a vending machine requires Forced Entry skill. Early free-standing machines could be tipped over. A toppling vending machine can be treated as a Collision at 1-3 mph, & the victim must roll vs. DX+4 to avoid being pinned underneath. Add the wieght of several cases of soft drink for a drink vending machine. Make ST or Escape skill rolls to escape, but each attempt after the first costs 1 FP. Assume that the machine does crushing thrust damage based on its (HP)/2 or 3 every 5 minutes. Critical failure might also require the victim to make HT rolls every minute to avoid Suffocation. Code:
5 Match Dispenser, Cast Iron, Countertop Infrastructure - Vending Machines 35 13 26 Machine 2 12 Very Light Any damage requires HT roll to avoid breakage. 5 Slot Machine, Countertop Infrastructure - Vending Machines 85 17 35 Machine 3 12 Very Light Electrical. Any damage requires HT roll to avoid breakage. 6 Arcade Game, Crane Machine Infrastructure - Vending Machines 325 27 55 Machine 2 12 Medium Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. Contents might give extra mass and cover DR. 6 Game Console, Pinball Infrastructure - Vending Machines 250 25 50 Machine 2 12 Very Light Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. 6 Game Console, Skee Ball Infrastructure - Vending Machines 695 35 70 Machine 2 12 Medium Electrical. Any damage requires HT roll to avoid breakage. 6 Jukebox, Console Infrastructure - Vending Machines 340 27 55 Machine 3 10 Light Combustible. Electrical. Records inside might provide extra Cover DR. Any damage requires HT roll to avoid breakage. 6 Jukebox, Countertop Infrastructure - Vending Machines 120 19 39 Machine 2 10 None Combustible. Electrical. Records inside might provide extra Cover DR. Any damage requires HT roll to avoid breakage. 6 Jukebox, Remote Selector Wallbox Infrastructure - Vending Machines 20 10 21 Machine 2 10 None Combustible. Electrical. Any damage requires HT roll to avoid breakage. 6 Photo Booth 2.5' x 2' x 6' Infrastructure - Vending Machines 450 30 61 Machine 3 11 Medium Electrical. Curtains have DR 1, HP 2. Any damage requires HT roll to avoid breakage. 6 Photo Booth, Large, 6' x 3' x 7' Infrastructure - Vending Machines 810 37 74 Machine 3 11 Medium Electrical. Curtains have DR 1, HP 2. Any damage requires HT roll to avoid breakage. 6 Scale, Coin-Operated, 2' x 1.5' x 4.5' Infrastructure - Vending Machines 110 19 38 Machine 3 12 Very Light Any damage requires HT roll to avoid breakage. 6 Ticket Machine, Kiosk Infrastructure - Vending Machines 310 27 54 Machine 3 12 Light Any damage requires HT roll to avoid breakage. 6 Ticket Machine, Wall-Mounted Infrastructure - Vending Machines 35 13 26 Machine 3 12 Very Light Any damage requires HT roll to avoid breakage. 6 Vending Machine, Candy, Kiosk, 1.5' x 1.5' x 6' Infrastructure - Vending Machines 100 18 37 Machine 2 12 Light Any damage requires HT roll to avoid breakage. 6 Vending Machine, Candy, Kiosk, 2.5' x 1.5' x 5.5' Infrastructure - Vending Machines 240 24 49 Machine 2 12 Light Any damage requires HT roll to avoid breakage. 6 Vending Machine, Candy, Pedestal, Single Infrastructure - Vending Machines 15 9 19 Machine 2 12 Very Light Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage or spillage. 6 Vending Machine, Candy, Pedestal, Triple Infrastructure - Vending Machines 50 14 29 Machine 2 12 Very Light Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage or spillage. 6 Vending Machine, Cigarette, Wall-Mounted Infrastructure - Vending Machines 50 14 29 Machine 2 12 Very Light Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. 6 Vending Machine, Newspaper, Steel Infrastructure - Vending Machines 100 18 37 Machine 5 12 Light Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. Contents might give extra mass and cover DR. 6 Vending Machine, Snack 3' x 3' x 6' Infrastructure - Vending Machines 690 35 70 Machine 3 12 Medium Glass front has DR 1, HP 1 and is Brittle. Contents might give extra mass and cover DR. 6 Vending Machine, Wall-Mounted, Cast Iron Infrastructure - Vending Machines 75 16 33 Machine 3 12 Very Light Any damage requires HT roll to avoid breakage. 6 Vending Machine, Wall-Mounted, Medium, Steel Infrastructure - Vending Machines 50 14 29 Machine 2 12 Very Light Any damage requires HT roll to avoid breakage. 6 Vending Machine, Wall-Mounted, Small, Steel Infrastructure - Vending Machines 25 11 23 Machine 1 12 None Any damage requires HT roll to avoid breakage. 6 Vending Machine, Wall-Mounted, Steel, Large Infrastructure - Vending Machines 75 16 33 Machine 2 12 Light Any damage requires HT roll to avoid breakage. 7 Game Console, Pinball Infrastructure - Vending Machines 300 26 53 Machine 2 12 Very Light Electrical. Polycarbonate glass portions have DR 2, HP 1. Any damage requires HT roll to avoid breakage. 7 Jukebox, Console, Large Infrastructure - Vending Machines 455 30 61 Machine 3 10 Medium Combustible. Electrical. Records inside might provide extra Cover DR. Any damage requires HT roll to avoid breakage. 7 Kiddie Ride, Large Infrastructure - Vending Machines 245 25 50 Machine 3 12 Light Electrical. Any damage requires HT roll to avoid breakage. 7 Kiddie Ride, Small Infrastructure - Vending Machines 155 21 42 Machine 3 12 Very Light Electrical. Any damage requires HT roll to avoid breakage. 7 Slot Machine Infrastructure - Vending Machines 225 24 48 Machine 3 12 Light Electrical. Any damage requires HT roll to avoid breakage. 7 Ticket Machine, Kiosk Infrastructure - Vending Machines 310 27 54 Machine 3 12 Light Electrical. Any damage requires HT roll to avoid breakage. 7 Ticket Machine, Wall-Mounted Infrastructure - Vending Machines 35 13 26 Machine 3 12 Very Light Electrical. Any damage requires HT roll to avoid breakage. 7 Vending Machine, Change Machine, Wall-Mounted Infrastructure - Vending Machines 30 12 24 Machine 3 11 Very Light Electrical. Any damage requires HT roll to avoid breakage. 7 Vending Machine, Cigarette, Console, 2' x 3' x 5' Infrastructure - Vending Machines 250 25 50 Machine 2 12 Light Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. 7 Vending Machine, Cigarette, Countertop, 1.5' x 2' x 3' Infrastructure - Vending Machines 205 23 47 Machine 2 12 Very Light Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. 7 Vending Machine, Cigarette, Floor, 3' x 3' x 6' Infrastructure - Vending Machines 445 30 61 Machine 3 12 Medium Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. 7 Vending Machine, Newspaper, Pedestal, Steel Infrastructure - Vending Machines 80 17 34 Machine 3 12 Very Light Glass portions have DR 1, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. Contents might give extra mass and cover DR. 7 Vending Machine, Soft Drink, 2' x 2' x 5' Infrastructure - Vending Machines 280 26 52 Machine 3 12 Medium Electrical. Any damage requires HT roll to avoid breakage. 7 Vending Machine, Soft Drink, 2' x 2.5' x 4.5' Infrastructure - Vending Machines 305 26 53 Machine 3 12 Medium Electrical. Any damage requires HT roll to avoid breakage. 7 Vending Machine, Soft Drink, 2' x 2.5' x 5.5' Infrastructure - Vending Machines 350 28 56 Machine 3 12 Medium Electrical. Any damage requires HT roll to avoid breakage. Contents might increase mass and cover DR. 7 Vending Machine, Soft Drink, 3' x 3' x 6' Infrastructure - Vending Machines 750 36 72 Machine 3 12 Medium Electrical. Any damage requires HT roll to avoid breakage. 7 Vending Machine, Soft Drink, Glass Front, 3' x 3' x 6' Infrastructure - Vending Machines 760 36 73 Machine 3 12 Medium Glass front has DR 1, HP 1 and is Brittle. Contents might give extra mass and cover DR. Last edited by Pursuivant; 12-17-2021 at 06:47 AM. |
12-17-2021, 06:49 AM | #70 |
Join Date: Apr 2005
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Re: Random Things to Lift and Smash
Part 49: Infrastructure - Modern Vending Machines
TL7-8 ATMs, vending machines, & console games Automatic Teller Machines are heavily built with multiple anti-theft features: Fine-Quality locks, electronic security (Electronics Repair to defeat) & built-in surveillance cameras. The body, cash dispensers & deposit boxes will be armored (DR 3-5). The cash boxes might also have separate locks. Since vending machines & the like are a cash business with no interaction between the machine's owner & the customer, they were incredibly attractive to organized crime. Merchants might be coerced into putting mob-owned vending machines or slot machines in their businesses. By TL7, after law enforcement got savvy about going after busting mobsters on tax charges, vending machine companies were a favorite money laundering operation. At TL5, cheap products & services cost $0.01 (i.e., 1 cent AKA penny, hence the term "Penny Arcade"). More expensive products or slot machines cost $0.05 or $0.1 (i.e., 5 or 10 cents, or "nickels" or "dimes"). Cheap candies were $0.01, candy bars & soda were $0.01-0.05. Prices remained the same at TL6. At TL6 pay telephone call to a local number cost $0.05, for a limited amount of time such as 5 or 10 minutes. Long distance phone calls cost far more based on distance & might only allow 1 or 2 minutes talking time. Pinball machines & jukeboxes became common by the end of the period, & cost $0.01 or $0.05 per play. Prices double at TL7, making a pay telephone call cost $0.1 (when "dropping a dime" meant paying the price of a pay phone call to inform the cops on someone). By late TL7, inflation doubled or tripled these prices, making all but the cheapest products cost at least $0.05. By early TL8, it cost $0.25-0.5 to make a phone call & most vending machine products cost $0.25-0.5. Console video games were a new invention & entire businesses catered to the fad. Cost was $0.25/play. By 2000, prices had approximately doubled again, making vending machine products cost $0.50 to $1, depending on location. Early ATMs might allow withdrawals in $5 increments, but by 2000 most just dispensed $20 bills. Code:
8 ATM, Pedestal Infrastructure - Vending Machines 250 25 50 Machine 10 12 Medium Electrical. Glass parts have DR 1, HT 10, and are Brittle. Any hit requires HT roll to avoid breakage. DR & weight of interior safe can vary. Equipped with Fine-Quality Lock. 8 ATM, Pedestal, Exterior Infrastructure - Vending Machines 2500 54 108 Machine 15 12 Medium Electrical. Glass parts have DR 1, HT 10, and are Brittle. Any hit requires HT roll to avoid breakage. DR & weight of interior safe can vary. Equipped with Fine-Quality Lock. 8 ATM, Pedestal, Small Infrastructure - Vending Machines 150 21 42 Machine 7 12 Light Electrical. Glass parts have DR 1, HT 10, and are Brittle. Any hit requires HT roll to avoid breakage. DR & weight of interior safe can vary. Equipped with Fine-Quality Lock. 8 ATM, Wall-Mounted, Exterior Infrastructure - Vending Machines 1500 45 91 Machine 10 12 None Electrical. Glass parts have DR 1, HT 10, and are Brittle. Any hit requires HT roll to avoid breakage. DR & weight of interior safe can vary. Equipped with Fine-Quality Lock. 8 ATM, Wall-Mounted, Exterior, Large Infrastructure - Vending Machines 2000 50 100 Machine 10 12 None Electrical. Glass parts have DR 1, HT 10, and are Brittle. Any hit requires HT roll to avoid breakage. DR & weight of interior safe can vary. Equipped with Fine-Quality Lock. 8 ATM, Wall-Mounted, Exterior, Small Infrastructure - Vending Machines 1000 40 80 Machine 7 12 None Electrical. Glass parts have DR 1, HT 10, and are Brittle. Any hit requires HT roll to avoid breakage. DR & weight of interior safe can vary. Equipped with Fine-Quality Lock. 8 ATM, Wall-Mounted, Interior Infrastructure - Vending Machines 1100 41 82 Machine 10 12 None Electrical. Glass parts have DR 1, HT 10, and are Brittle. Any hit requires HT roll to avoid breakage. DR & weight of interior safe can vary. Equipped with Fine-Quality Lock. 8 Game Console, Video Game Infrastructure - Vending Machines 190 22 45 Machine 2 11 Light Electrical. Glass screen has DR 1, HP 1 and is Brittle. Any damage requires HT roll to avoid breakage. 8 Game Console, Video Game, Large Infrastructure - Vending Machines 300 26 53 Machine 2 11 Medium Electrical. Glass screen has DR 1, HP 1 and is Brittle. Any damage requires HT roll to avoid breakage. 8 Vending Machine, Newspaper, Pedestal, Plastic Infrastructure - Vending Machines 35 13 26 Machine 2 12 Light Polycarbonate glass portions have DR 2, HP 1 and are Brittle. Any damage requires HT roll to avoid breakage. Contents might give extra mass and cover DR. |
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object dr, object hp, object weights |
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