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Old 12-16-2021, 02:52 AM   #61
Pursuivant
 
Join Date: Apr 2005
Default Re: Random Things to Lift and Smash

Quote:
Originally Posted by lugaid View Post
Google Sheets is convenient for most people, so I took a couple of minutes and put it up there. You can get it at this link.
Looks good for now. It must have been a serious hassle fixing the formatting!
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Old 12-16-2021, 04:51 AM   #62
Pursuivant
 
Join Date: Apr 2005
Default 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.
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Old 12-16-2021, 05:03 AM   #63
Pursuivant
 
Join Date: Apr 2005
Default 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.
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Old 12-16-2021, 05:28 AM   #64
Pursuivant
 
Join Date: Apr 2005
Default 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.
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Old 12-16-2021, 09:00 AM   #65
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Default Re: Random Things to Lift and Smash

Quote:
Originally Posted by Pursuivant View Post
It must have been a serious hassle fixing the formatting!
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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Old 12-16-2021, 09:17 AM   #66
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Default 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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Old 12-16-2021, 12:51 PM   #67
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Default Re: Random Things to Lift and Smash

Quote:
Originally Posted by lugaid View Post
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.
Since it was causing you problems I've gone back to my previous format.
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Old 12-16-2021, 03:55 PM   #68
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Default Re: Random Things to Lift and Smash

Quote:
Originally Posted by Pursuivant View Post
Since it was causing you problems I've gone back to my previous format.
Yeah, that works much better for me. If someone still needs the bang-separated version, perhaps you could do two code blocks. I'm sure they'll let you know if that works better for their needs.

In any case, I've caught the Google Sheet up to those sets.
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Old 12-17-2021, 06:07 AM   #69
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Default 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.
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Old 12-17-2021, 06:49 AM   #70
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Join Date: Apr 2005
Default 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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