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Old 12-28-2010, 09:26 AM   #1
dgrm4
 
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Default Gurps Vehicles

Are there any rules for Gurps vehicles 4th edition available?
I need rules for tanks and apc's etc.
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Old 12-28-2010, 09:32 AM   #2
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Default Re: Gurps Vehicles

Quote:
Originally Posted by dgrm4 View Post
Are there any rules for Gurps vehicles 4th edition available?
I need rules for tanks and apc's etc.
The only vehicle rules I'm aware of are in the GURPS Spaceships line, on e23. For modern-day or historical vehicles, the current practice is to use real-world stats (which are often available somewhere on the Web).
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Old 12-28-2010, 10:11 AM   #3
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Default Re: Gurps Vehicles

There are vehicle rules in the Basic Set.
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Old 12-28-2010, 12:30 PM   #4
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Default Re: Gurps Vehicles

As Zorg said.

Also, I wholly disagree with bringing Vehicles back, to the point that I would boycott GURPS entirely. It is the number one complaint from GURPS-haters I play with. It was a terrible book. Not because it was badly written, but because it was so granular.

I am sure we have all seen this:

http://s186.photobucket.com/albums/x...PSVehicles.jpg

But, I should caveat that I am very much a KISS GM (as much as GURPS allows), and dump massive amounts of handwavium in my games. I don't see any reason to determine all these sorts of variables. If a player wants to hack that out, fine. But not me...
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Old 12-28-2010, 12:52 PM   #5
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Default Re: Gurps Vehicles

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Originally Posted by Fwibos
Also, I wholly disagree with bringing Vehicles back, to the point that I would boycott GURPS entirely.
Why? It's not as if you'd have to use the supplemental material presented by an updated Vehicle Design system. There are many GM's and players that would like a set of comprehensive rules for developing new vehicles for a campaign. The existing rules from Basic are fine for vehicles with known stats, but not helpful for making a new vehicle from scratch.
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Old 12-28-2010, 01:20 PM   #6
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Default Re: Gurps Vehicles

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Originally Posted by Fwibos View Post
It was a terrible book. Not because it was badly written, but because it was so granular.
I loved GURPS Vehicles for that very reason. The spaceship creation rules in GURPS Space, on the other hand, I did not like. I haven't looked at Spaceships for 4e, so I don't know if there's any improvement there.
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Old 12-28-2010, 01:29 PM   #7
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Default Re: Gurps Vehicles

Quote:
Originally Posted by Fwibos View Post
Also, I wholly disagree with bringing Vehicles back, to the point that I would boycott GURPS entirely.
We'll miss you. A lot of us really want those rules.

Quote:
Originally Posted by Fwibos View Post
But, I should caveat that I am very much a KISS GM (as much as GURPS allows), and dump massive amounts of handwavium in my games. I don't see any reason to determine all these sorts of variables. If a player wants to hack that out, fine. But not me...
As cccwebs says . . . no one is forcing you to use any of it. I own Fantasy and Banestorm but I don't play Fantasy games. I own Martial Arts but I don't use a lot of the rules because that detail of combat isn't important in a lot of my games. I own Low Tech but am not planning on running a TL < 5 game anytime in the near future.

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Originally Posted by Kissamies View Post
That's interesting. Is there guidelines for converting real-world behavior to GURPS stats? For example, handling and stability, or HT.
Not so much, no. However, I just look at a similar vehicle in the Basic Set, High Tech or UltraTech. Or, now, Low Tech. Also Spaceships can give you some guidelines as well.

Once I find something similar, I'll decide on what I want those stats to be.
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Old 12-28-2010, 02:57 PM   #8
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Default Re: Gurps Vehicles

Personally, I think a tiered approach is best:

A) GURPS Vehicles having stats for a bunch of vehicles. Maybe chapter = TL once collected; probably start out as a series of PDFs. A gamer can just grab these stats and play, with any vehicle in here. If they're willing to extrapolate, they can get similar vehicles, too, and having a bunch of examples will help. The vehicle stat format should be designed for this level.

B&C) GURPS Vehicle Design having a simple module-based system(a la 3ed Space or 4ed Spaceships, but without its own action rules), followed by a flexible scalar-based system(a la 3ed Vehicles, but again without its own action rules). Both should generate stats in the format designed for the first tier, possibly plus a block of "reverse-engineering data" which users of the first tier can easily skip over. In addition, the scalar-based system should be able to generate modules for the module-based system, again possibly plus an ignorable block.

And yeah, GURPS Martial Arts is a great example. You shouldn't have to use low-res, you shouldn't have to use high-res.
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Old 12-28-2010, 05:14 PM   #9
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Default Re: Gurps Vehicles

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Originally Posted by Mark Skarr View Post
We'll miss you. A lot of us really want those rules
Agreed. Bye.

Robots was my number one all-time favorite GURPS book. I spent hours upon hours making robots. I loved Mecha as well, but didn't use it nearly as much.

Please, SJGames, put out Robots 4e in a PDF!
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Old 12-29-2010, 09:58 AM   #10
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Default Re: Gurps Vehicles

Quote:
As Zorg said.
I am sure we have all seen this:

http://s186.photobucket.com/albums/x...PSVehicles.jpg
That's complete rubbish - three hours would only give you the first prototype design. :)
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