08-13-2020, 02:52 PM | #1 | ||||
Join Date: May 2017
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Headquarters - Signature Gear Variant
Hi all,
I would appreciate some assistance on verifying that I'm grokking the Headquarters (Signature Gear) rules from GURPS 4e Supers. My first issue is the base cost, right from the Supers Book: Quote:
Code:
Signature Gear (Status 1 HQ)[5] Signature Gear (Status 2 HQ)[10] Signature Gear (Status 3 HQ)[15] etc. If the character already has the "High TL" advantage, the resulting HQ would reflect the characters TL and not the campaigns TL? Enhancements You can apply enhancements if you want something beyond an ordinary civilian building, and this is where I get lost. Some of them I have no issue with, others I'm not sure I understand. Quote:
I can understand paying for the location, I'm not sure I understand the enhancements for the legal for civilians or legal authorities - this might be a genre issue though. Quote:
Apparatus & Access Both Apparatus and Access sections talk about: Quote:
----------- Urgh - I'm trying to cost out the following base: Hidden underneath on the island of Vatu Vara this ancient base remains shielded, even to asgard sensors, to this day. Code:
Campaign TL: TL6/TL8/TL8^ (1920s/1990s/2000s) Character TL: TL12^ Ancient Lab (Status 2 HQ) Apparatus Computer Electronic Security System Hanger Laboratory Library Shielded Room (Entire Base???) Stargate Surgery Uninterruptible Power Supply (Can't it have its own generator instead?) Workshop Entrances Underwater (Hidden Hanger Entrance) Teleportation Device (Hidden - Biometric) Size ~10,000 sq ft (based on "and 10,000 square feet for an extremely large house") One other thing completely unrelated to Headquarters Stuff: GURPS Spaceships Stuff Do Ancient Drone Weapons as shown here and here count as Missile Launchers or Warp Missile Launchers? ------------- Anyways - Thanks for any help everyone. |
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headquarters, signature gear, supers |
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