Too much math edition.
GURPS 4th edition Books:
Additional resources in the PDF.
Latest version of the vehicle collection. Now with watercraft!
I always thought it was not really possible to have a monster that could challenge modern military fire teams directly without nonsense like force fields or outright invisibility.
Then I saw this abomination.
Monster Hunters is all about challenging a party of 400+ point murder machines.
Even for those guys a Chryssalid-Xenomorph hybrid is a bit of a scare, though they really slowed down their reproduction cycle. I'd be quite tempted to ramp it back up.
Hey guys, what's the best way to represent a trigger that is required n times?
For example, injury is considered a very common, dangerous trigger, so it is worth -15% if one injury is enough to trigger the effect. What if an effect requires three injuries in short order?
I used this formula:
1-(1-value of trigger limitation)^quantity_needed_for_trigger = 1-(1-.15)^3 = 38%.
The other thought is that I could consider it a less common trigger than simple injury, and just move it up the scale from very common to either common or occasional, in which case it would be either -30%, or -45%.
>a fire elemental is pretty much the same as an energy being, right?
I... don't know? Is it?
I mean, fire is actually plasma right? Ionized gas in which the electrons break off of their orbits, yadda, yadda... or am I wrong?
I don't remember learning this at school.
Stupid third-world public education.
Probably best to just class it as whatever category seems like the best fit. Adding more math to a number which is pretty much just someone's guess in the first place seems pointless. I'd just say 'common'.
Depends on what exactly you think a 'classical energy being' can do... the only thing which seems really essential is that it's either got Insubstantiality (possibly with a limitation that it can still be hurt by some forms of energy) or Injury Tolerance (Diffuse).
Most energy beings should have Doesn't Breathe. Fire elementals and the like will reduce that to Oxygen Absorption. Many of them will have Doesn't Eat or Drink and if they don't they will have a feature that they 'eat' some kind of energy.
Immunity to Metabolic Hazards seems likely for most of the ones in fiction, although I could imagine that there are equivalent things to poison and bacteria in the 'ecosystem' of evolved energy beings. However, in most sources Energy Beings tend to be normal aliens who have 'ascended to a higher plane of existence' so they probably don't have energy germs.
Doesn't Sleep would seem to suit them, as would Unaging. Energy Beings are meant to be beyond the limitations of the flesh.
I don't think you need vacuum support, improved g-tolerance or pressure support if you are insubstantial. If you do need them, then most energy being will have them.
Energy beings in fiction all seem able to float wherever they fancy, so Flight (Space Flight) will be near universal.
They also tend to have pretty impressive mental abilities. High IQ, Indomitable, Unfazeable, Eidetic Memory, Lightning Calculator, 3-D Spatial Sense, Absolute Timing, Compartmentalised Mind and a shit load of psi powers would be pretty standard.
Finally, they often have the full range of arrogant-alien disadvantages. Callous, Clueless, Code of Honor (Non-interference in the material world), Disciplines of Faith (Mysticism), Hidebound, Intolerance (Lesser Beings), Low Empathy, etc...
Fire is mostly just hot, glowing gas and dust. Very hot fire might contain some plasma, but most of what you see coming out of burning wood is just normal matter.
Of course sci-fi energy beings aren't really made of energy in the sense of magnetic fields and photons. They are basically just space ghosts.
What people usually mean when they talk about "energy beings" is beings made of "energy", but the problem is, energy always has to have a form, be it kinetic energy, radiation, potential energy, chemically bound energy, or whatever. Humans for example contain a LOT of energy in various different forms.
"Pure energy" and thus "energy beings" doesn't make sense, even as a concept. The energy has to have a type, and this is usually radiation (photons, heat, like for example Marvel's Living Laser) in which case Fire Elemental template is close, but it could be any other form of energy really. (for a kinetic energy being, you could have a swirling whirlwind, replace the burning aura with a crushing one, for energy bound as mass and chemical reactions, you get for example a human).
Wait. Photons are the particles that make up light, right? So instead of saying that it's a "energy being" would it be more plausible to say that it's a being "made of light"? Which is basically the same thing as almost every alien who is said to be a "energy being" or "ascended to another level of existence" is basically just a fluorescent lamp.
I hashed it out with someone else a while ago. The consensus we drew was Occasional due to the setting having a lot of fighting, but not a lot of opportunities to sustain that many wounds in such a short amount of time.
So the answer I went with, "depends on the setting," and for myself specifically, "occasionally."
OK, first of all you need to try and find the following information about the vehicle you want to stat up: Empty weight (without fuel and supplies, but including fittings). Carrying capacity (people and cargo) or maximum weight. Fuel tank capacity and typical fuel consumption. Thickness of hull or armour (i's not usually possible to get this information for civilian vehicles, but it's generally not important for them). Maximum speed. Some measure of acceleration or something that can be used to calculate it (like motive thrust). Size. Cost (when new).
Now you can calculate your stats.
We start of with ST/HP. This is derived from empty weight. Make sure you have accounted for the weight of fuel, etc. when calculating empty weight. Also, be careful if weight is listed in tons, because there are two kinds of ton: short tons (2,000 lbs) and long tons (2,240 lbs.): try to check the weight in kg if you aren't sure which your source is using.
The formula for ST/HP is ((w^(1/3))*4) where w is the empty weight in pounds. That is, you take the cube root of the vehicles weight and multiply that by four.
Then work out the Load. This is just the weight which the vehicle would usually be carrying when fully loaded in short tons. Assume each person onboard is 0.1 ton and cargo is 100 cubic feet per ton. Don't be too concerned about cargo being just right; assume the 200 lbs. per person covers glove compartments, hand luggage, etc. Round off to the nearest 0.05 tons. Don't include fuel in this number.
Then do the LWt. this is simply the total loaded weight in short tons. Add the Load figure to the empty weight and include the weight of any fuel, etc. that would usually be carried.
SM just needs you to know the longest dimension of the vehicle and look it up on the size/speed/range table. Remember to use the higher number if it falls between two values and add +1 SM for boxy objects like cars (aircraft usually aren't boxy enough to count, I think)
Photons make up all radiant energy. Radio waves, microwaves, light. As far as 'pure energy' creatures, I suppose you could say they are patterns of energy kept ordered either by their own gravitational and electromagnetic effects or via a material container.
In the latter case, you might call a AI a 'pure energy' creature that lives in the environment of a computer. Something similar might be a light creature that lives in a crystal or mirrors.
But yeah, just a floating blob of glowy shit with magic powers doesn't make very much sense.
Occ. is simply how many seat/spaces there are for people. the first number is the crew needed to operate the vehicle and it's systems (including navigators, radiomen, gunners, etc.) and supervise or care for them (officers, cooks, surgeons, etc.) the second is for passengers and crew who aren't needed to operate the vehicle (stewards, marines).
Range is a little bit tricky. Sometimes the source will list the range, in which case just use that. If you have a miles per gallon figure you can multiply that by the fuel tank capacity (but make sure you are using the same gallons for both). If you don't have that, you can try to estimate using GURPS Vehicles. Look up the type of engine and how much power it produces to see what it's fuel consumption per hour would be. Then multiply fuel consumption per hour by cruising speed (see Basic Set page 466 for cruising speed guidelines). Assume road travel for land vehicles.
Cost usually requires some research. Once you've got a price, you need to convert it to GURPS dollars. I use the website measuringworth.com - GURPS$ are equivalent to 2005 US dollars.
Locations just need to be looked up on BS p. 463.
DR is slightly tricky. The guideline is that 25mm of RHA (a type of steel armour) is equal to DR 70. Get an average figure for the front facing and the rear and side facings. If the veihcle isn't armoured, just give it DR 3-8 depending on how tough it seems, usually 4.
Move might require some calculation. Top speed is usually fairly easy to find, just remember that it's in yards per second. Basic move is harder. If there's a listed 0-60 mph speed, you can use that to calculate basic move: roughly 30/a where 'a' is the 0-60 time. If you don't have a published number for acceleration it's a bit more difficult. For an aircraft you can estimate basic move with (t/w)*10 where t is the motive thrust and w is the vehicle weight (it doesn't matter what units, so long as they are both the same).
Helicopter (forward) thrust is about 1.6 lbs. per kW of motor power, apparently. If you don't know the motor power, then divide the rotor's lift capacity by 10 to estimate it.
HT is a matter of guesswork, mostly. Go with 11 if in doubt. If the vehicle has a reputation for being very reliable, 12, if it's delicate or unreliable 10. High-performance vehicles are usually 1 worse.
Hnd./SR is also mostly guesswork. Use existing statlines from published materials as a guideline. Really big things generally have lower Hnd. and higher SR. Pyramid 34 might be helpful.
Finally, you need to do a write-up. Describe the vehicle. Give a few notes about it's history and what makes it interesting or significant. Write it's country of origin (if not sure, go with the country of whichever company built it; so a ford van which was designed in Britain by a German and built in Brazil is still listed as USA) and the years it was produced (from the first one being available to the last, don't include when it was being built but not yet available).
Okay, let me try that step by step with H-13.
Empty weight: 827 kg (1823 pounds)
Carrying capacity: 1 passenger or 2 litters. Max takeoff weight is 2950 lb.
Fuel tank capacity: 216 liters. Range is 416 kilometers
Thickness of hull - what hull?
Maximum speed - 169 km/h.
Some measure of acceleration - well, I found the motor power (227 kW), so we can work with that. I also have climb rate (244 m/min)
Size - 9.90 by 2.72 meters.
Cost - $38K in 1953 (around $280K in 2005 dollars).
Now, the stats.
Occ. 1+1 (1+2 with litters)
Range 258 miles
And, by the way, my calculations check up with existing helicopters in High-Tech! I'll compile tables and writeups into .doc when finished. Right now, I'm planning to write at least Fl. 282, UH-13/Bell-47, Bell 206, Mi-8, Chinook, Mi-26 and Apache. If I manage to finish this, I will try to write more helis (I want more attack helis and some European helis).
Looks pretty good. Only problem I can spot is the Load.
If max takeoff weight is 2950 lbs, fuel is about 380 lbs. and empty weight is 1823 lbs, then there is only about 750 lbs. for carrying capacity, so Load should be 0.4 I think.
That is glorious and being used in my next session.
I was struggling to find a nice alien otherworldly enemy to throw at cyberpunk in tl9^ fighting elder cults, but this is amazingly fitting :D
Okay, Vehicular anon. I finished everything but attack helicopters for now. Some notes:
1. Formatting sucks. I assume that you would format it as you want when you put it into your PDF.
2. I wasn't sure whether acceleration is calculated with empty or maximum weight, so I calculated both. Values in tables are for empty weight, if I'm wrong and it's maximum weight - just replace everything higher than 2 with 2.
3. I wasn't able to find some prices. Maybe I wasn't looking hard enough. Also, Mi-26 is a fucking bargain. Also I need to find specifications for CH-47A, so we could have a TL7 heavy helicopter.
4. I may add some helicopters, I need to decide which ones. Huey is obvious choice, but I also want some non-American and non-Soviet helicopters (good thing I found about Puma, it is really great helicopter for adventurers). Some Russian non-Mil helicopters would also be nice.
5. Attack helicopters. They require most effort - they are chock-full of electronics (and I am already skimping too much on them), and they require new weapons. Still, it seems that I need to stat at least four vehicles:
AH-1 Cobra - because it's the only TL7 designated attack helicopter
AH-64 Apache - because it's most produced attack helicopter
Ka-52 - because it's Russian helicopter not made by Mil, and it is exported heavily
Eurocopter Tiger - because we have too much American and Russian stuff already.
How do you guys think a Hotline Miami campaign could be worked?
Awesome stuff, Anon.
I always calculate accel with top / normal load weight. This might be a bit inconsistent with acceleration calculated from 0-60 figures which are usually done with only a driver, but I think the formula is a little generous anyway so it should balance out. Since aircraft are almost always calculated by the formula and cars almost always by 0-60 figures (and use a different formula anyway) it should keep things consistent within the classes and that's the most important thing, I think.
Prices for military stuff are often difficult to find and problematic anyway; the 'unit cost' can be much higher than the export cost, because the government usually has to cover the development costs and various forms of 'pork' added. In most cases PCs aren't going to be buying helicopter gunships and the like anyway; they will simply be given them. Once we've got a few examples, we can probably guess a reasonable price. Worst case scenario, we use the prices from Mass Combat.
Several of the vehicles I did have mostly guesswork prices: the Panzer II, Kettentrad, Präsident, Electrobat, most of the buses, the desert patrol vehicle and the UAZ. There are a couple of bikes I haven't even entered a price for. I tried using Vehicles to estimate the prices in some cases, but I'm not convinced it's any more accurate than simply picking a reasonable looking figure.
>http://rghost dot net/7ZVwHBR85
That works. The write-ups look good, Anon.
I'm currently researching fighters and ground attack planes, trying to decide which ones to write up. I got held up for a bit on watercraft and eventually decided to take a break because it was proving frustrating trying to find good data.
Lots of ultraviolence. It's already broken down to 1 second combat, so make sure you players have a poor sense of reality and let them buy up brawling and targeted attacks to crazy levels.
Phew! I'm done with helicopter stats, aside from some prices. I added UH-1 (because it's so iconic) and Ka-26 (because it's too fun not to add, plus Kamov deserves more respect). Also all attack helicopters. Only thing left is weapon stats.
http://rghost dot net/85bDSz4Mw
Right now I need:
M197 cannon (I think I can make it out of Vulcan)
Hydra 70 pods (I also can make them out of existing pod from HT)
Three 30mm cannons which I have no idea how to make (if only I had stats for at least one 30mm cannon)
AGM0114 Hellfire missiles
Russian anti-tank and AA missiles
Russian 130mm unguided rockets
Quick-and-dirty method of doing weapon damage is to find a similar weapon in a smaller calibre and just multiply damage by the difference in projectile diameter. So if you have a 20mm gun with a 70 calibres long barrel and you want to find the damage of a 30mm gun with a 70 calibres barrel, just multiply the 20mm damage by 1.5. This works for shaped charges too (so long as the explosive type, relative charge mass, etc. are all the same) but normal explosions are more like d^1.5 (i.e. square root of [relative diameter cubed]) and fuck knows how they do frag damage.
The vehicles book has a more detailed system, but explosive damage is a bit different in 4th ed, so be cautious.
Or (for solid projectiles only, so limited use when designing missiles, etc.) google 'gurps ballistics' for some serious math.
>So does DF work for most fantasy campaigns
Despite what SJGames themselves think, yes, very yes. Use templates from Henchmen if default templates are too strong for you. Hell, you can use those templates in historic and even TL5 campaigns!
>Also, is it good
It's best thing that ever happened to GURPS
What's more important is
"would a life path system work for you in your game?"
GURPS can handle whatever you want it to. If you want your players to have randomly determined life paths, then by all means go ahead. As long as they're on board with it too.
>What about a wfrp style career advancement thing
You can already use DF to have something similar - GM can limit players to take advances only from their template and DF:Power Ups. I think you can do something similar with Henchmen - you must choose yourself both 125-point template and fitting 250-point template, and you can switch to 250-point class as soon as your character get minimum requirements for it.
What sort of fantasy campaign were you thinking of? Most people tend to gravitate towards dungeon heavy if not dungeon exclusive campaigns (e.g. track the necromancer through his catacombs, find the secret cure in the ruins of Ak'Tech, get the shrine maiden to the Nymph's Tear crystal situated at the bottom of the Temple of Deep Water, etc.), which are just fine for DF; a party of three to six adventuring types visiting exotic, dangerous, and monster-filled locales work with DF, whether they're there for loot or plot reasons. Most of the rules and assumptions are there to make adventuring fun, profitable, and easy to play out; it ignores most of the realistic bits of GURPS and outright tells you "no you can't do X because X is too boring/complex for ass-kicking adventurers," especially in terms of economics.
Now, if you want your game to be The West Wing: Elves and Dwarves Edition, DF isn't the best thing to use, as again most of the rules cut down on non-adventuring stuff like talking to people, hashing out trade agreements, and plotting out the most economical caravan routes.
>tl;dr if your campaign-in-the-making would make sense as a D&D game, it'll work in DF
Also yes DF is hella awesome.
Action 4: Specialists breaks up the templates into a 100-point base template (to ensure you have enough basic universal competency to survive a cinematic action-move game) and a bunch of mini-templates worth 25-50 points. You could then divide them up into lifepath segments (depending on how you answer "where did your character grow up?" you would pick one of a handful of packages before moving onto the next segment).
I made a bunch of 5-10 point career package templates (some of which included stuff like "3 points to put towards Combat Reflexes" so you could stay in the occupation for 5 years and come out a vet or pay 12 points out of pocket and be a natural after 1 year). I also used the motivational lenses from Monster Hunters.
It all worked like a charm. For the annual lifepath events (ala Cyberpunk 2020, et al) you didn't have to buy a beneficial option (think more that it unlocked an opportunity) but you did get any negative options rolled (but could buy them off with points). I really liked how it worked and my players seemed to also. I recommend you give it a try.
How do you deal with the situation where some characters in the party have a Duty and others don't, or or characters have different Duties? Is that just the sort of thing that should generally be vetoed at character creation?
>some characters in the party have a Duty and others don't
It's basically the same as having a paladin in D&D party. It can go wrong, but only if GM wants it to go wrong.
>characters have different Duties?
As long as the organizations the characters have duties to are not currently in violent conflict with each other, it may still work out. Think of the group as joint force from several organizations (think X-Com or Man from UNCLE). And of course it gives the ability for you, the GM, to mess with players, by giving them secret orders to backstab each other and such.
>And of course it gives the ability for you, the GM, to mess with players, by giving them secret orders to backstab each other and such.
For suitable shadowy organizations, I'm a fan of "do this innocuous thing without letting the rest of the party know." Tell this homeless bum at the corner of 5th and Main that the parakeet flies at dawn, pick up coffee from the girl at the donut shop and leave on the third table at the cafe down the street, stuff like that. Then, later down the line, it turns out the bum was a sleeper agent waiting to be activated, and the coffee cup had sensitive information written on the inside. It gives the PC an extra to-do without causing internal party conflict and drama every single time the Duty comes up. If the Duty is always hazardous, then it normally requires offing someone.
Do these sound like okay rules to use for an exceptionally gritty dark fantasy game that won't fuck everything up with unplayable detail?
-Last Gasp (Simplified)
-Bleeding and Bloodloss
-DR as Dice
-Most of the expanded combat options from Martial Arts
-PER rolls in combat (ignore the roll if effective PER is 16+)
-Shields as cover (holding your shield close halves the DB but all incoming attacks from the shield side have a (DB+1)-in-6 chance of hitting the shield instead)
I'm going to use poker chips and the simplified version of Last Gasp from the author's blog. I'm also setting the AP:FP ratio to 5:1. I don't expect PER rolls to be a thing 95% of the time, I just included it to make chameleon/shadowy enemies (as well as sneaky PCs) more threatening. I'll be giving out pic related and the expanded hit locations list so I hope the combat options aren't too much.
The group I'm planning on running this with is a mixed bag of experienced GURPSfags, rookie GURPSfags, and one guy new to RPGs in general. I'm hoping that myself and the two more experienced players can keep things for getting too intense for the others, but I'm worried I might be overdoing it. I really don't want to fuck up and souring not only my pet system but potentially all RPGs for the newbie.
How much should I tone down the rules?
I don't think DR as Dice would be that good. Most people wont be doing more than 1d6 damage. It works better for ultra tech and supers where people are throwing around 6d6 damage and DR 20 without breaking a sweat.
I always gave the character(s) with Duty an extra assignment. If everyone is doing this thing then the guy with Duty also has to plant these files or steal a widget or delver this package at 4 p.m. Thursday to the girl in the train station wearing the big purple hat.
Are those from 3/34 Alternate GURPS (Ten tweaks to customize combat)?
What are Per- and shield-rules, any blog/forum posts, pyramids on that?
Oh, and what about 'Edged weapons and blunt trauma'?
Yeah grazes are from that.
PER rolls in combat are from Cole's Dodge This article in the Gunplay issue expanded to attack as well as defense rolls.
Shields as cover is a rules nugget from TBone's Gaming Diner blog.
I figured edged weapons and blunt trauma wasn't really worth the extra step since I had newbies in the group.
Crunching the numbers, DR as dice makes DR more effective than static stuff, so I was hoping I could sneak in more PC survivability. I see what you mean though. I'll probably drop it.
Added two planes and three guns. Also corrected a number of small errors.
I will add Anon's helicopters soon. Anon, if you want me to do the weapons for them, I can. I need to figure out rockets and bombs for the planes anyway.
Okay, I tried to stat guns that I could, but my brain is melting. I will appreciate if you finish the rest. Some notes:
- No need to stat Shturm-VU, you can copy it from article in Pyramid 3-57
- S-13 rocket only includes HE variant. Apparently the default version is bunker buster, and I have no idea how to stat that
- AH-1 Cobra uses M61 Vulcan now. Hey, it was actually used on it, so no need to stat another gun.
- I fixed Move on all helicopters
http://rghost dot net/6JTw8xF5k
Note somewhere that ShKAS uses special version of 7.62×54mmR round with double crimping and more durable casing - it can be used in infantry 7.62×54mmR weapons, but normal 7.62×54mmR cartridge cannot be used in ShKAS.
Greetings, fellow Anon GURPSer.
I have a few vehicle requests that i'd love for you to fulfill, should you have the time, patience, and mental energy to spare. Seeing any one of them properly statted would be lovely.
1. A URAL truck (preferably the 4320 Model).
2. The M1078 LMTV Light Utility Truck.
3. Any early 1990s Jeep Wrangler.
4. A late production (1980s) Willys Jeep CJ-7.
Should you require any help, i'll chip in however I can.
Hmm, that's weird. I see 'Edged Weapons' rule as one of the most efficient (additional steps versus realistic appearance) optional rule, yet your Perception rule/Last Gasp (even simplified) is somehow not an 'extra step' for newbies?
Obviously, it is down to preference. But I just love that rule, simple enough but adds a lot to the feeling of armor.
The Perception rule I don't see adding much. I tried using Last Gasp, actively wanted to like it. Used both pyramid and blog variants, because default combat lacked the 'flurries/lulls' feeling. Ended up just buffing Evaluate – much simpler, similar effect.
Re: shield cover. Why can't it just be represented by All-Out Defence (Increased Block)?
I'll consider edged weapons. While it doesn't have any extra steps beyond checking to see if damage > 2*DR, it will appear almost constantly. PER rolls on the other hand will only come up in specific circumstances so I see it slowing down most of the game.
As for the cover, it has two benefits: it makes AOA a tad less suicidal and (this is the main reason I included it) it lets those hunks of steel and wood be useful against attacks you didn't see coming like a arrow from the shadows. I always thought it was weird that those huge protective surfaces effectively disappear if you can't actively defend; the surface area alone should give some passive protection.
Let's say that you have the power of "Tactile Telekinesis" that is stated as ST+10 (Psychokinesis, -10%; Costs FP 1, -5%) . But now let's say that this power don't actually increases your durability, so you stay with your normal HP value. How does this work? Do I just buy down HP? Or am I doing it the wrong way?
ST is +/-10 points/level, HP is +/-2 points per level. With the -10% Psi limitation on ST, that drops to 9 points/level, and selling the extra HP off further drops it to effectively 7 points/level.
According to Wiki, it used both. I assume that M197 was used on Vietnam-era models, and I originally wrote it as such, but then I got lazy and decided to use gun that already has stats (though I imagine that M197 would be really easy to stat, unlike those fucking 30mm autocannons with their alphabet soup of ammunition)
Is it kosher to base Debt off of income or current Cost of Living, rather than starting Wealth? If so, should that modify the value of the disadvantage?
I'm trying to model guild dues as a percentage of a character's monthly income.
Okay, another bunch of stats and some write-ups.
I am taking suggestions. Right now I need some vans and civilian trucks. Preferably something that is popular and widespread, or iconic, or at least interesting and useful for adventurers.
http://rghost dot net/7gYJM7zlc
Oh, and by the way, I think you overpriced ground attack planes. According to some sources I found, production cost of IL-2 began at 236 thousand rubles, and lowered to 165 thousand rubles in 1943. Highest estimate I could find puts it to 1 million rubles, and it comes from some apocryphal story. Vodka price in 1940 was 11.5 rubles per bottle, and bottle of liquor costs $6 in GURPS, so we can assume that GURPS dollar is roughly equal to two 1940s rubles. If we add weapons, and assume that it is market price, it still wouldn't cost more than $1M. I think that Skyraider should also be way cheaper.
Hmm, weird, it actually didn't. I was sure I've seen it somewhere. I guess you're right then.
Skyraider price is based on real world cost, but the Il-2 was pretty much guesswork.
There's probably a better method of estimating cost than going from a single commodity, but it's better than guesswork... do you happen to know how big a bottle of vodka it was?
OK, it seems that soviet currency was a complete mess and it's difficult to translate it into normal money due to it not actually following market value... but going by official exchange rates (which seem likely to over-value the Ruble) it looks like 200 thousand roubles would be something like 35 thousand 1940 USD, which is about half a million 2005 USD / GURPS $. So the Il-2 does seem to be over-priced (assuming your initial data is good).
Looking back at my notes for the Skyraider, the price was based on one pretty questionable source, so I'm not confident that it's accurate at all. On the other hand, it's at least consistent with the Mustang in High-Tech. I guess it's possible that American manufacturing was simply more expensive than Russian, but that seems unlikely...
It just occurred to me that the soviet cost figure might be the cost of building one plane, while the US figure is based on total costs of building all the planes (including R&D and factory construction) divided by the number built.
I'm not sure which figure would be better suited to a GURPS price.
It's also probably relevant that there were ten times as many Il-2s built as Skyraiders. If the US spread it's fixed costs over another 30,000 planes the individual price would probably be much lower.
Vodka conversion is not a perfect way to do it, but it is good enough for "quick and dirty" estimate.
>I'm not sure which figure would be better suited to a GURPS price.
Something in between. I think GURPS price is how much you need to pay if you want to buy one for yourself. State owned factories will build military equipment for lowest price possible, while private factories are usually jacking the price up since government pays for it anyway.
I can't find bread prices in 1940s (and I don't think it would be useful due to wartime shortages and rationing), but cheapest loaf of bread (either 1kg loaf of rye bread or 0.4kg long loaf of wheat bread) in 1961 USSR does costs around 1/6 of basic vodka in 0.5l bottle.
Helicopter Anon, how did you estimate the armour on the attack helicopters?
According to Boeing the Apache can survive hits from 23mm (although it isn't specific about which 23mm, I'm going to guess something like 20 dice of damage in GURPS, but possibly not close range, so it could be less) in vital areas and .50 calibre elsewhere (again, no idea at what range).
It's apparently got about 2,500 lbs. of titanium, boron carbide and kevlar protecting it. Rough estimate, I'd say it's about 300 square feet overall, with maybe 130 square feet being heavily protected. Going by armour weights in G:Vehicles and assuming boron carbide, etc. is 'advanced', that seems like maybe 40/25, which is just enough to take what Boeing claims so long as they aren't AP rounds and they are beyond 1/2 Damage range (about a mile, which seems like a reasonable range to expect a helicopter to be shot from).
To be fair, I just took the armor values from article on Hind in Pyramid. I think helicopter armor only offers complete protection against small arms and fragments. Apache can survive hits from 23mm because it was built with redundancy, so if some systems are damaged, it can still return to the base. DR25 protects against anything up to 12.7mm at 1/2D range, and softens the blows from 23mm. Then again, Hind article mentions that it has wounding modifier of x2 instead of x3 on vitals - I assume same applies to Apache. All in all, it checks up with this claim:
>According to Boeing, every part of the helicopter can survive 12.7-mm rounds, and vital engine and rotor components can withstand 23-mm fire.
The only rpg I ever played in my life is GURPS.
This weekend, I played D&D 5E with my nephews for the first time; they didn't know how to play it either, they got it for christmas (actually I gave it to them for christmas because "GURPS is too hard")
I didn't really feel like it was that much easier from a player's perspective than D&D. Some things are so far abstracted, it seemed kinda confusing that one stat covered an enemy's ability to dodge, absorb damage, and was also contested against your ability to hit, basically melting accuracy, armor, and evasion into one roll... but to compound my frustrations, the kids (high school and middle school) seemed to absolutely refuse to read the manual, so it might not entirely be the system's fault, but it seemed really hard to teach basic concepts like, "Roll dice, add hit modifier, if AC or better, roll damage" Like they forgot every single turn what to do.
Skills are so insanely broad, and choices are so crazy scant when it comes to character stat development, but I will admit that it is simpler with less of a learning curve than GURPS, with the caveat that it seems simpler to the point of being flawed.
I do think it seemed a lot easier from a GM's perspective though... because there are not a lot of choices to make, or player decisions to veto. It also seems like leveling up is a lot easier... because you are basically told what you get, and that's that.
All I'm saying is that, in a totally anecdotal way, I think the first RPG *you* learn is the easiest.
Long Story Short: D&D seems a lot easier for GMs, but much more constrained; more or less the same for players, but much more constrained.
Hmm... it does seem perverse to give the Apache (which has no real reputation for toughness that I'm aware of) better armour than the Hind (which is famous for being a 'flying tank') but the sheer weight of armour and the materials used seem to indicate that there is some really strong protection there. It's over a metric ton of armour on a fairly small aircraft and not just steel but titanium, super-hard ceramics and aramid fibre, which has to qualify as at least standard composite / laminate armour.
Here's a 3rd edition build of an Apache using the vehicles system which manages to get DR 45 all over: http://forums.sjgames.com/showthread.php?t=44994
So I think I'm going to boost it's DR to something like 15-25 baseline and 30-40 for the crew, vitals and rotors. That still leaves it vulnerable to heavy machine guns (or ordinary rifles with AP ammo) at less than a mile. I don't think I can really go any lower and stay consistent with the 2,500 lbs. of armour (which might be bullshit... I got the number from wikipedia and their source is some book which doesn't look massively credible...)
I'd say that guild dues are just part of the income for that job, same as income tax or something. If it means you earn significantly less, then that's just reduced wealth.
A Debt disadvantage is something that you need to pay off even when you don't have income.
Well, the idea about Hind is that it certainly was tough, but it also used steel instead of advanced materials available today, and it also had passenger cabin, which also required protection. Since modern attack helicopters are smaller and use modern materials, I think we can assume that they have DR40 on cabin, HT 12 and x2 wounding modifier on vitals. I saw claims that entire Tiger fuselage is made of armor (and the usual claims about sustaining 23mm hits), but since it is an inferior helicopter in general, I can assume that it has DR 25 body at best. As for 23mm hits - sustaining doesn't means resisting, so all helicopters would have to rely on HP and HT to survive instead.
If a character has the Machine trait and Doesn't Eat or Drink, can they already operate 24/7 or do they need to take Doesn't Sleep separately?
Also, are there any sourcebooks that are good for building robot characters?
GCS just released a new version that says it fixes the annoying bit with the skill defaults, and lets you manually switch defaults instead of requiring you to basically mangle the data to force the default you want.
Evenin' /tg/, got a question. A friend of mine is looking to start a Supers game up in the coming weeks and I was wonder if you had a few pointers for someone that's never played GURPS before? Its also the first time the GM's run a game in the system, so its going to be a learning experience for the lot of us.
For anyone that cares, I'm looking to play a Biomass Manipulator/Body horror hero akin to Alex Mercer/James Keller from the prototype series.
Nope, you'll need to take Doesn't Sleep separately. As a machine, you don't suffer the FP-loss of missed sleep though (since you don't have FP), just the other side effects.
As for books, all I can think of is Ultra Tech, and I'm mostly thinking of cybernetic implants and a drone templates here and there, which can be used as inspiration for what a robot character can do.
Don't let this experience influence your thoughts on the system as a whole too much.
Supers is one of the hardest things you can run in GURPS, and it's incredibly hard to balance characters and skills against each other unless you're very familiar with the system.
If you can only use certain advantages at a time, alternate advantages is a huge discount that lets you pay full price for the most expensive ability, and get the rest 80% off.
I never played prototype, but injury tolerance homogenous (difficult/impossible to injure important internal organs) or diffuse (You are like a body of liquid or smoke and are really hard to hit except with things like explosions or spray attacks) can be incredibly useful if this campaign is combat intense.
Might look at independent body parts and regrowth if part of your abilities allow severed appendages to continue to attack.
Looking at random pictures of the guy on GIS, you might want some kind of switchable DR to represent his body hardening, and switchable claws and talons, or innate attacks to represent those abilities. If you have problems statting out a somewhat difficult ability, you can probably link a gameplay video and someone here will probably be able to figure out a GURPS point value for it.
You might want to look at the chapters in GURPS: Powers that describe defining power sources; I think yours sounds like "Biological" but it's interesting if you want to think about the realistic limitations and advantages of your abilities.
The rules for building robodies are all in the Basic Set. If you want examples, though, the Transhuman Space books will work nicely. Transhuman Space: Shell-Tech is a huge catalog updating any robot body that ever showed up in Transhuman Space throughout its existence to 4e. It's just the templates/statblocks, though. If you want fluff information, you will need to pirate some of the old 3e books.
My friends and I are trying to branch out in the way of systems. We're mostly accustom to D20's like DnD and Pathfinder, with some play in NWoD, but we're pretty open about all of it. We're not the types to easily get up in a huff, so I'm hoping this should be fun, even if its a bit of a slow start on our ends wrapping our heads around the rules.
Many thanks, these'll help me focus in on what I'm looking for in my reading.
Also, that's a nice get you got there.
It can be slow in practice because you'll be constantly changing your characters traits, but this is my go-to "body horror" ability.
>Morph (Improvised Form, +100%; Mass Conservation, -20%; Cannot Memorize Forms, -50%; Needs Sample, -50%) [80+0.8 points/additional point]
What the above does is let you shapeshift, adding and subtracting physical advantages as the situation calls for it. Normally, Morph is limited to pre-existing templates (e.g. bird, dog, orc, martian, etc.), but Improvised lets you, essentially, make up new templates on the spot, including stuff like "the same as any other human, but with a sick stretching tentacle arm with a stinger on the end." The basic version of the advantage is caps out at 0-point templates; every point you add to yourself has to be balanced with a point taken away; if you're going to Alex Mercer style, nearly all your templates will include Horrific Appearance [-24]. Pump more in though, and you can leave yourself with a positive point balance; throwing 100 points into his advantage will let you make templates with a final cost of 25 points or less.
Mass Conservation is there because you're just reshaping yourself; no adding weight to become a 3000-lb. deathgorilla or whisking it all away to sneak around as a tiny mouse. While Morph normally allows for a perfect copying of a target's appearance, Needs Sample at the -50% level means you need to consume basically their entire body to copy them, The Thing style. Further, Cannot Memorize Forms means you can't save the form for later use; you can disguise yourself as a specific person once and once only after killing and eating them. You can still try and reshape yourself to match someone, but your power will only give you +4 to the roll instead of automatic victory. You can always make yourself look *different* though.
Hey, GURPS general, I have a player telling me that all armour in the system should have the Semi- Ablative quality (I'll post its description ahead for ease). I don't think that's super correct, considering the only time they mention that is when dealing with trauma plates, and that's specifically only for those. But, then again, I'm not sure as I'm not an expert in the field of ballistics. What's your take, GURPS general?
Semi-Ablative: When an attack
strikes semi-ablative DR, every 10
points of basic damage rolled
removes one point of DR, regardless
of whether the attack penetrates DR.
Lost DR “heals” as for Ablative (and
you cannot combine the two). -20%.
Show him pic related from Low-Tech Companion 2.
I'm fairly new to GURPS, played a couple of games as a player, now I want to run a zombie apocalypse game. What sourcebooks should I use, and if you have any other advice about how to set it up or run it I would greatly appreciate it.
Zombies, maybe Action. Other books like high-tech just depend on the setting.
I'm running a cataclysm DDA-inspired campaign right now with bits of high-tech and psionics, but most of what you want can be done with the basic set. I'd take a look at Zombies just to get a feel of basic stats and what sort of zeds you want though.
Okay, I'm done statting the trucks. Who would've thought that it would be so hard to stat civilian vehicles? But I had to ditch Mack R Series and replace Volvo F89 with MAZ-500 because I couldn't find specs, and most non-Russian vehicles are pieced together from several sources (I found most W900 specification on Russian site, of all places). And W900 trailer load still looks wonky to me. Also I still need write-ups for Wrangler TJ, M35 cargo truck and LMTV.
http://rghost dot net/7knVHSYFs
I ran a very successful zombie apocalypse game, and I found GURPS zombies to be both almost impossible to fucking find, and not really in line with what I wanted.
You might be better off statting zombies yourself and focusing on other rulebooks.
Just bumping to say this:
Vehicle anons, you are very good people, and I like you.
In a random note, I'm trying to create a Loadout for WW2 troops, in a setting where Germany won the Great War (Kaiserreich). Anyone has any suggestions on how equipment would change?
German loadout will probably include an SMG based on MP-28. French had some semi-auto rifles in WW1, and since Germany will be able to take them and also won't be bound by the terms of Treaty of Versailles, they will most likely develop their own semi-auto rifle, or even invent assault rifle earlier. Overall they will be much better equipped than Nazis.
American and British loadouts shouldn't change much.
Soviet loadout also wouldn't be much different, but if they will enter the WW2 later than in OTL, they may also have enough time to replace their Mosin rifles with SVT-40. Or they may work on Avtomat Fedorova and get their own assault rifle earlier. If the Kurchevsky would be taken out of the picture through alternative-history shenanigans, they may also end up having recoilless rifle in WW2.
My main problem lies with the equipment and 'armor'. Germany's victory in WW1 was because of their Stormtroopers, so troops should be equipped to assault - but I have no idea how armors would be. I though of using the tables from Pyramid 3-85, but I still feel like there's something 'missing'.
In Ultra-tech, yes. Decent armor and superfine-vibro-blades makes them useful. For everyother thing, Zap Glove and Judo, then trick your GM so that every judo parry/throw you make cause 2d damage.
The Kaiserreich world is imho even more entrenched (HUAHUEHUAHUE) in the idea that WW2 will be like WW1 than our world was.
Teleportation/very high speed or "the setting just works that way" like Dune.
What I dislike on the Sentry Armor is it's weight. you can make a better armor as a Front Only, High-TL Steel Heavy Plate (DR 18F, 12 lbs). Only difference would be cost - which in a military game (players will be the first paratroopers batallion on the German Army) is kinda irrelevant.
Well, the Soviet SN-42 breastplate weighs around 8 lb, and is good enough to stop 9mm bullet from SMG, bayonet strike or fragmentation (as well as glancing long-range rifle bullets). SN-46 version was even thicker, but I can't find it's weight anywhere. I assume that your DR-18F 12 lb breastplate is a good representation.
I'm afraid I had an attack of autism and felt the need to pretty much re-do the entire Apache build that Anon had kindly done already... on the plus side, most of our figures line up pretty well.
Will add more of his vehicles soon, as well as actually doing some original work.
Currently trying to figure out rules for trailers and sidecars which aren't retarded. I might have to ignore the ST-based encumbrance system entirely and just say 'when towing a trailer up to half the vehicles weight it is 20% slower and at -1 Hnd' or something. I don't fucking know...
Well, in that post I said that they refused to read the d&d manuals... That said, I also noticed that the starter set d&d manuals were longer than the lite GURPS manual, so in terms of learning curve, it might be better... But the d&d starter set does have a spell list and abbreviated bestiary.
In my opinion, besides the lookup table for thrust/swing damage, and the list of hit location effects, GURPS seems easier to remember and learn because everything is consistent. The weird formula for GURPS dodge is just about as weird as the formula for calculating d&d magic saves, and the slight complexity of skill difficulty levels matches the complexity of proficiency level.
Honestly, anywhere in GURPS where I feel like there honestly might be too much complexity for a newbie, I found out d&d didn't really do anything that actually made it easier.
But my perception is compromised, like I said, by the fact that I'm biased because GURPS is my first system. That said, I don't think it is significantly more complex than d&d, and where it is more complex, it is only because of optional rules that almost always add commiserate depth if those options and that depth is important.
So it happened again...
I.. Got... Nerfed...
But this time its special. My mage may not take crossbows because of a whiny player claiming I steal her niche with 1 point in a fukken weapon. Its not the systems fault its the player and the GM listening to her...
I have 1 pts to spare with my one eyed support mage. I want to fuck with the group.
Im considering getting a sling and putting my self in the other end of the fight and hurling stones at the enemy.
That way Im useless and have a chance of hitting my own team mates.
Any better ideas?
That's funny. Crossbow always seemed to me to be the option for players that specifically didn't specialize in long range; just a "you should have a ranged weapon because everyone needs one, but you don't want to invest enough points in bow to make it useful" skill, so you can put a check mark on the list of skills for all bases a character should nominally cover.
I guess, depending on the magic system being used, I'd put the point in innate attack, but that being the super obvious answer, there must be a reason that's a bad idea.
If you really want to go the shitty passive aggressive route, as support mage, learn an ability that makes the area dark under the premise of lowering the opponent's accuracy, but for the purpose of lowering the other player's accuracy.
Don't forget to include the trucks from here>>44559136
Also I'm planning to stat An-2. I just drop it in the thread when I'm done.
>Also I'm planning to stat An-2. I just drop it in the thread when I'm done.
Cool, I had meant to do it but got sidetracked. It should have between 3 and 3.5 lbs. of 'thrust' per kW of engine power, so probably 2 yps/s basic move.
If anyone feels like helping with the vehicle project but doesn't want to do any number crunching, one thing which would be really helpful is some flavour text for ordinary cars, trucks and bikes. It gets very difficult to say anything interesting after a few entries, especially if you're not an /o/ type.
Points earned are for pilots.
Handwave the costs for mechs, but track a sheet at minimum.
Give you players incremental upgrades. States something yourself. Give them a pick and choose list.
I really did try, shed have none of it.
Thats a good one. Im trying to find something totally broken and out of character now. Ill keep this one in mind.
Im considering making write out a list of the things Im allowed to take skills in now.
An-2 (Russia, 1948-present)
Despite its dated looks, this single-motor biplane is efficient, easy to maintain aircraft that played important role in bringing civilization to the most remote corners of Russia and was actively used as transport and cropduster. More then 17000 were built - while it was discontinued in USSR in 1971, Poland kept producing them until 2002 and China makes them even today. One of the main design goals was to make controls as easy and forgiving as possible - it is almost impossible to stall it or put it into uncontrollable spin, and despite having official stall speed of 18 yards/s, it can hover or even fly backwards in strong wind. Unfortunately, it is also notorious for causing motion sickness in even the toughest of passengers. It is also built to be used on any airfield, no matter how unprepared it is - it has on-board fuel pump and only needs 235-yard runway. Wheels can be replaced with skis during winter. Balloon interceptor version has machine gun turret and searchlight (Location g3Wt2Wi). AN-4 is a floatplane version of AN-2 (Location g2R2Wi, Load 1.2).
Out of curiosity, what're you actually doing in your Cata game? The game proper is very, uh... open-ended once you've gotten through the first day, in the sense that there's nothing to do really. I'm not sure how you'd make it a proper campaign.
After looking over the rules, I found out search is not the skill to be using to have the party go look around and find something in the city.
What skill would I have my party members test against to go and search a small town for something. An example would be the party of inquisition acolytes are looking for the building in the city that has the cultists hiding at it.
Would it just be a flat perception roll?
You could treat that as a couple of other rolls. Obervation to... observe, Fast-talk/Acting to get information from someone. Just take the long way.
Less weight, for one. If he uses a Fencing weapon, that means he probably gets that sweet fencing-retreat. Also useful for unplanned situations: grab the X, throw the Y, press the Z.
Observation and Intelligence Analysis are what I use for general investigation.
In a city, Urban Survival will let you narrow down the search area to places that seem suited to the purpose.
Streetwise can deal with asking around (as can any social skill) and spotting suspicious activity (and distinguishing suspicious criminal activity from suspicious cult activity). Likewise Criminology lets you take a good guess at the methods and thinking they will be using which can offer insights.
Search doesn't let you cover a whole city, but it does let you quickly go over an alleyway looking for cult runes or bits of robe snagged on a railing or something. Useful once you've narrowed it down to a few likely locations.
Hidden Lore (Cults) or Theology might let you identify a cultist. Then you can follow him with Shadowing or grab him and use Interrogation.
One obvious one is that an empty hand lets you use grappling skills. Very handy if you get into close combat.
GURPS: Gladiator introduces a rule called Focused Defense that lets fighters alter their stance to present one side (bonus to block/parry with the presented side, but it's easier to hit) and deny the other (harder to hit that side, but penalty to block/parry with that hand and you lose a yard of reach); though it was introduced in the Gladiator book, you probably recognize this is the typical fencing pose.
Someone fighting with a one-handed weapon and their empty hand denied wouldn't really lose anything from that hand being empty and would probably enjoy the +1 to Parry. Since their denied side is harder to hit, they could probably get away with less armor (or even no armor) on the denied arm/leg, which would improve encumbrance. Though focused defense certainly is useful without a free hand (I used it to good effect with my not!hoppolite, presenting the shield-side and stabbing people with my longspear), I can definitely see it being useful for fighters using only a single one-handed weapon.
Not really. There is an article on converting skills to powers, and using that, one can invert it and potentially make a reverse conversion. Mostly, it comes down to eyeballing it.
Not really, and that's one of the reasons why so many flock to alternate magic systems where you can make your own spells easily. That being said, there are some routes to consider:
-Adjustable Spells (p. T39): +1 energy and -1 skill allows up to +5% worth of enhancements to apply to a spell (e.g. for +4 energy and -4 skill, a wizard could cast Lightning Bolt with No Signature (+20%), enabling him to shoot invisible bolts). However, this is both pretty punishing and doesn't let you make/learn spell variants permanently, everything is one-off.
-Adjustable Spell Techniques: same system, but you can buy the variant spell as an Average technique to help with the skill penalty. It doesn't do jack shit for the higher energy costs though.
-Magical Invention (p. T10): while this looks good on paper, in practice using the inventing rules for creating new spells requires too many blind calls by the GM with no real guidelines given for me to feel comfortable recommending.
That blows pretty hard... At least I can laugh at the magic books art.
The damage spells are dinky,
there are so many weird situational (albeit funny) spells.
And you effectively start with 6 fatique points. Id get a crossbow but Im the whiner from earlier.
Im considering giving my one eyed support mage a orc double axe or throwing knives, Im looking for a really bad weapon to default with.
Like something hilariously bad.
Originally Id want some darkness-ish attack but there really is no way of getting that. And I hate how you use 3 fatique points on a fire ball that everyone dodges anyways.
Wondering if American helicopter gunships should have the Fragile (Explosive) disadvantage as well as Fragile (Flammable). As far as I can tell, none of them have extra protection on their magazines and they carry a lot of explosive ammunition.
True, I've gone through that and the ranch. Unfortunately, the vault crashes my game in the only save I've made it that far (enabled experimental Z-levels, which... doesn't work), so I can't continue.
Compared to their total weight, they don't carry that much explosives, and high explosives won't detonate by a direct hit, modern military stuff is extremely stable, to the point where wood is far easier to ignite.
You can get a 1 FP discount when you reach level 15,20,25, etc.
And you can get IQ minus will and perception for 10 points, or Magery for 10 points which can help *at least* reach skill level 15 with a single point in a spell to always have at least a 1 FP discount.
Also, always get recover energy to 15 at least. It is priced as a skill, but it is really a passive ability to regen FP.
Darkness and Blackout don't have that many prerequisites... but they look pretty expensive FP wise according to the area effect cost rules.
Guess the only thing for it is amassing some huge energy reserves either in character points, items, or otherwise.
I have IQ 15, magery 3 and HT 12.
I start at 16 assuming its only a hard spell which is pretty baller.
I just want a non fatique point consuming attack that isnt shit. My character is DX 9 and ST 10 so its poopy regardless.
Ive made the mistake of not focussing on a college per say but having tons of small very circumstantial spells, entirely my mistake.
I kinda started blundering around when I noticed I couldnt find any cool spells for a more night and darkness themed character.
Im just missing something to attack with for a darkness based witch.
Im only gonna throw one point in whatever terrible weapon I can find to annoy everyone and so I can point to it and tell the tale of how I once again got something showed down my throat.
Sling is also a good candidate, Ill spend the entire combat aiming and trying to get a roll of 3.
Also neither the GM nor his GF can greek so the Gastraphetes is a good way of showing them digitus impudicus for that one point.
Taking Reduced FP Cost on, say, Fireball is always pretty useful, as is a cheap as fuck Innate with the Magic source. Other than that, just put 1 point into Hard spells and 2 into Very Hard spells and bump your IQ or Magery instead. Cheaper and easier that way.
Oh its going to be cheap enough...
As I said my biggest problem is I want some themed attack spell.
Warning infinite time sing.
And my innate attack starts at 9, which is the freaking suck.
I think explosive ammunition should only come into play if you specifically target it. Even then, it is pretty hard to detonate modern explosives.
And by the way, should it even have Fragile (Flammable)? Automatic fire extinguishers and self-sealing fuel tanks existed at least since WW2.
It's hard to detonate modern explosives compared to black powder or something, yes. But high velocity impacts and hot fire can combine to make them go up. Note that it is a pretty rare thing (only on a critical failure) and a lot of modern fighting vehicles in high-tech have a 'x' on their HT score.
As for being flammable, I'd say it's a fairly safe bet. Self-sealing tanks can only do so much on a vehicle which is built as light as possible (with much of it's structure made from flammable aluminium), has fuel tanks much larger than a ground vehicle, full of stuff which is more flammable than ordinary gasoline, has loads of electronics, an engine which runs really hot, is full of explosives and propellant (which are flammable even if they aren't inclined to explode)...
Well, you've got a problem, then. Maybe taking the Innate Attack skill with Based On IQ and Source: Magic would help? Then you can just buy an innate attack. I'd recommend Corrosion, Toxin or Huge Piercing for an edge beam.
Bear in mind that they weren't really combat vehicles in the same way that modern APCs are. I'm fairly confident that the numbers in those books are good because they will have been checked by Hans and he is serious about his vehicle research.
Anyway, latest version of the collection. I still haven't made much progress adding your good work to it, I'm afraid.
What I have done is add a 'vehicle component' section to cover stuff which I couldn't find described in High-Tech and explain some things which might not be obvious.
I'm still struggling to find dates for some weapon systems, which is annoying me.
Is strength 11 to little for a melee fighter?
ST 13 is often considered a bare minimum, as it gives two dice on swing damage. Still, if you are using thrust weapon, the difference between ST 11 and ST 13 is just one point of damage, and you can compensate for low damage with high skill (targeted attacks to vitals and armor chinks) and/or Weapon Master (damage bonus and Rapid Strikes). But don't forget that higher ST also has many bonuses, such as higher HP and BL.
Fun fact - you can't use "and/or" if you are writing official GURPS book
Breakpoints are 9, 11, 13, 15 and 17
If you have access to weapon master, go for 13 or 17 (for additional Swing dice).
If you don't have access to Weapon Master, you're obviously not playing in a cinematic campaign, and 11 is great, probably even more worthwhile than 13.
If you DO have access to WM, you're in a high-point game, and ST 13 is a bare minimum if you want to be effective. Don't bother with 14, 15 or 16 though, either stick with 13 or go all the way to 17.
It depends on a couple things, mostly scale, point levels, and the approach you're taking to fighting. It's worth remembering that ST 12 is considered really strong, basically the village strongman for your typical tiny fantasy villages. While you won't be the strongest man on the beach, even ST 11 puts you ahead of most others. As for point values, if you're 400-point badasses expected to tussle with demons, then yes ST 11 is pretty goddamn wimpy, the wizard should have that much. If you're a 75/-50 fantasy mercenary, though, it's not terrible; not great but not terrible. Similarly, expanding on what >>44592264 said, your less-than-stellar ST can be supported by putting those points into other places and playing to those other strengths. You won't be wading into combat hacking foes left and right like a barbarian, and your BL probably won't support superheavy invulnerability-granting armor. You'll also be missing out on is higher ST weapons like some 2H Axe/Maces, 2H Swords, and Polearms, but that's about it. That still leaves other options, though, like Reach+Shield to (relatively) safely nickel and dime enemies to death, using Tactics and/or Stealth to exploit what you have to deadly effect, and general high levels of skill to take down tough brutes.
Nothing much mechanically, but it's borderline exceptional according to Basic Set and Kromm's forum posts. ST 12 is around the point where a character's strength "is so great that his friends talk about it."
So you're really buying ST 12 in the hopes that your GM will acknowledge it more often than he would if you just bought ST 11?
Such a scenario is bound to come up once or twice every campaign or so, ST 13 and ST 11 on the other hand gives you a mechanical benefit every fight you're in.
Well, it is an increase of 1 afterall. Additional hit point, around 20% increase in damage and encumbrance, more pulling and grappling power (a lot of grappling checks depend on ST, even more with Power Grappling perk). You can use stronger bows, and some melee weapons without penalty (greatsword, great axe, morningstar, some poleaxes, lance).
In other words, you are a bit stronger; it really shows in a historical/realistic campaign. Probably nothing gamechanging for overpowered DF, though.
No all I'm giving is one of the benchmarks for realistic characters and NPCs. If his game is low power or realistic (which I would assume if he's entertaining the idea of an ST 11 melee fighter) then that's worth noting. I didn't even recommend increasing ST 12. Get your panties out of a bunch.
>Additional hit point
Worth 3 points, regardless of ST.
>around 20% increase in damage and encumbrance
In Swing damage only, Thrust damage is unchanged. 4 lbs really doesn't give you much.
>more pulling and grappling power (a lot of grappling checks depend on ST, even more with Power Grappling perk). You can use stronger bows, and some melee weapons without penalty (greatsword, great axe, morningstar, some poleaxes, lance).
+1 Swing damage, which doesn't affect bows, a ST 12 bow is identical to a ST 13 bow. Also, "Huge Weapons" is a 1 point perk.
Take regular bows, get a retardedly complex set up using that Low-Tech companion and use enchanted arrows. If the player moans, say you're just using an alternate method of landing your spells at distance. If that doesn't pass, then an Innate Attack with the Magic source, Melee (ST-Based) and Based On Alternate Stat (IQ) might work. Buff yourself to high hell with magic and wade into melee. Hell, building a wand or scepter or something into a sword will let you land touch spells with your weapon, making you even more of a menace to deal with.
First shot hits the desired location, the rest are assumed to hit the torso or a random location as per the DM's ruling (random location requires more rolling but tends to favor survivability; yeah you can get a round to the eye if your roll is shit, but it's more likely to end up in the arm or leg where it'll be crippling but less lethal).
Well shit, maybe it's a houserule? I swear it was official but I can't fucking find it. Maybe I just assumed because suppression fire is random hit location. There are posts on the forums by the devs that hold the same position I did (e.g. PK's post here: http://forums.sjgames.com/showthread.php?t=1696) but yeah, my bad, there's no official ruling, oddly enough.
It's fucking brutal, but that makes a lot of sense. Just make sure to track missed shots.
>sheer amount of rolls you need to make with every explosion
If you're talking about the rules for scatter, that's only if you're attacking the ground around a target; explosive rounds would be treated like normal bullets.
Fragmentation is slow as fuck on the table, though, so you're right about that taking forever to roll out. I say concussive or bust and just ignore frag damage.
Nah, scatter is the least of a problem (especially since it doesn't come into play that often). Damage rolls are much worse. And then there are HT rolls, which are absolutely required for smaller grenades to be useful. Removing frag makes things barely manageable.
I guess I've never read the rules on explosives closely. That's fucking stupid, you're already rolling to determine the size of the fucking blast, why reroll damage for every individual caught in it? For what it's worth, I've run it as one universal damage roll and divided it by distance as normal and haven't had any serious problems with it. What do you mean about HT rolls?
I'm starting to see what you mean about explosives being a bitch and a half to handle without serious houseruling what the fuck.
To be fair, having to roll separately makes sense, because all grenades are supposed to have same amount of explosives into them and have same explosion radius, so the damage depends on the position. And explosion radius is not rolled, it is always the 2 x amount of damage dice. Also you can save time by rolling only once for several NPCs.
Say, is there any enhancement that lets you charge up a more powerful Innate Attack?
I think there is such enhancement, but I can't remember which. You can just build a powerful attack that requires several rounds of preparation, and then build less powerful version as Alternate Power
Holy FUCK I'm retarded. I don't even know how I misread these rules so badly. I thought you rolled for the initial burst, you hit everyone in damage*2 yards and then divided the damage by 3*yards of distance.
Jesus Christ. At least most of my games haven't seen a lot of explosives yet.
Don't feel bad. My first campaign I somehow managed to completely miss rapid-fire attacks scoring hits based on margin of success on a single roll.
I made the machinegunner roll for each individual bullet. Fifteen rolls each time he attacked.
First time we played, we somehow completely missed range penalties and then assumed that the only penalty for long range shooting is damage getting halved. We then wondered why ranges in weapon tables are so big, so we decided that they are in feet, not yards, and should be divided by three. Read the rules carefully, kids.
>Kotodama or kototama (言霊?, lit. "word spirit/soul") refers to the Japanese belief that mystical powers dwell in words and names. English translations include "soul of language", "spirit of language", "power of language", "power word", "magic word", and "sacred sound". The notion of kotodama presupposes that sounds can magically affect objects, and that ritual word usages can influence our environment, body, mind, and soul.
Check Thaumatology, it had something similar.
Is there a way of altering the damage from Fragile (Explosive) from crushing to burning?
I want the character to explode in a big fireball.
Oh, if there is a way of increasing range of the explosion it would be great too.
I imagine that having a burning explosion instead of a crushing one could reasonably be treated as a special effect, since burning and crushing are roughly equivalent in value according to Innate Attack and anyway the kind of damage your death explosion deals doesn't really effect the disadvantageousness involved in suddenly, automatically, and irreversibly dying on a bad major wound roll, which is what you seem to be getting the points for mainly.
Anon, could you possibly do a write up of the KUNG trailer system? They seem interesting, but information in English is hard to find (googling 'kung' with pretty much anything just seems to get lots of kung-fu references).
Researching that in Russian is only slightly easier, since not only it does finds kung-fu references, but "kung" is also a genericized term for any hard canopy or heated van in Russia, so it also finds lots of used pickup ads. Still, I found a good article, and that's what I got from it.
KUNG is acronym for Body
"Kuzov", Universal, Normal (Null) Gauge. Normal Gauge means it can be transported over European railways. Whole family of KUNG van bodies and trailers were developed in 1953-1968. The hull is made of sandwich of plywood, wooden panels, thermal insulation and steel sheets. All seams and windows (if there are any) are sealed. All models have air filtering and ventilation unit, electric lamps and heating system of some kind (ranging from electric heaters to wood-burning stoves) and can provide accommodation. Those were the only van bodies actually designated as KUNG - you can recognize them by round roof. They were cheap and easy to make, but also heavy, and sealing wasn't complete. In 60s, two new series were developed - K series (frameless, sandwich of aluminum, reinforced styrofoam panels and plywood) and KM-series (welded metal frame, aluminum sheets, foam insulator and plywood), which were lighter and had better sealing; ventilation systems also provide pressurization since 70s. Vans on your picture seem to be K-series ("П" stands for "Пpицeп", trailer; "ПП" stands for "Пoлyпpицeп", semi-trailer); both series are visually indistinguishable.
Incendiary is a +10% enhancement that basically gives crushing damage all the benefits of burning damage.
Area of effect is a +50% enhancement which doubles the radius of the area of effect.
The explosion does 6d damage * HP/10
In powers it recommends that if you'd like to add an enhancement to a natural attack, stat it as an advantage, costing it as if the damage was an innate attack.
If the bearer of the disadvantage has max hp of 10, this is a 6d crushing attack, which would normally cost 30 points. So the "Incendiary Explosion" advantage would cost 3 points. The advantage "Increased Area of Effect Explosion" likewise would double the area of effect for 15 points a level.
Seems like overall, this will make Fragile (Brittle) actually cost points.
Since it's only going to happen if the character dies, you can safely divide the cost of the innate attack by 5; basically you're applying the logic of the Favor advantage (single-use Ally) to a different advantage.
I've heard a few others on the official forum say that this kind of death-explosion would probably be fine as a mere perk since you're only going to see any use out of it if your character dies.
Sure; I definitely agree with the 1/5 cost thing since it is a 1 use ability. Though I personally wouldn't know if I would call it a mere perk, because if we stretch it to some weird limits, it would probably cause some problems if we stretched this beyond all logical limits if someone had a robot ally that, when destroyed, would explode with the force of an atomic bomb.
This is from one of the dev's blogs. While not a perk, costs are significantly reduced from the base.
So /gurpsgen/, I'm building some psionic abilities using Psionic Powers as a leaping-off point and wanted to add a Teleportation power based on Snatcher. Here's what I want it to do:
>Choose an object within 10 yards, pay 2 FP and make IQ roll
>If the roll is successful, item appears in your hand
>If the item is held by someone else, they can resist with their ST vs your IQ
The first one I came up with was:
Snatcher (Range Limit: 10 yards, -50%; Recall, -25%; Teleportation, -10%) 
but Recall can't take objects that aren't yours and the Range Limit limitation is only intended for Warp. Range Limit in particular gives such a massive discount I'm not convinced that it's fair to apply it to this. My other attempt, after searching the SJG forums for a solution, was:
Telekinesis 15 (Attraction Only, -60%; Teleportation, -10%) [22.5]
I initially wasn't happy with using TK for what's supposed to be a teleportation power, but the fact that TK naturally only works at 10 yards, has no restrictions on what you can and can't affect, and treats your TK level as ST for the Quick Contest is making me warm up to it.
Anon, have you got any idea what the difference between the Flight Technician and the Flight Engineer for the Mi-26 is?
In English the two terms seem to mean the same job (basically a guy who makes sure the engines and stuff are all in working order while the aircraft is in the air), but it seems weird that there would be two names for similar roles. Is it maybe a translation issue from Russian?
From GURPS Supers:
See pp. B35-36
To teleport people or objects without teleporting yourself at the same time, buy Affliction (Advantage: Warp). To send objects away from yourself only, take Affliction with Melee Attack, Range C (-35%). To teleport people or objects to yourself only, base the Affliction on Warp with a special form of the Anchored limitation, worth -40%: anchored to your own body. To limit this to small objects, add Exoteleport (p. 30) to Warp, and possibly some level of Extra Carrying Capacity. Then use the lower-cost version of Warp to determine the percentage for the Advantage modifier.
Affliction 1 (Warp, +1000%; Anchored, you only, -50%; Reduced Max Range 10, -30%; Accessibility, only on items that can fit in your hand and weigh less than 5 lb., -80%; Based on Wielder's ST, +20%; Requires IQ roll, -10%; Costs 2 FP, -10%) 
The only bit that's not 100% RAW is replacing the item's HT-based resistance roll with a wielder's ST roll, as it doesn't always apply (e.g. unattended objects). However, I don't think that removal of a resistance roll is wholly unfair as you still need to roll IQ to do it in the first place.
I'm kinda looking for an inverse of the limitation Blockable.
I'm not sure if it exists anywhere, but would it be reasonable to say an enhancement to make an attack that can only be defended against by a subset of active defenses would cost less than irresistible attack?
For example, a fireball that outputs a great deal of convective heat might not be turned by a shield, but could be dodged; or some kinda psychic/magic energy bolt that might be too big to sidestep, but for reasons (I just want it to work that way) it dissipates safely if blocked by a shield.
I was thinking the fair value of this might be 1/3rd of the value of irresistible attack, or it might be 75 percent of the value of irresistible attack, following the guidance on p.99 of powers for the accessibility modifier. It might just be a 20% because most innate attacks are normally only dodge-able, but trading the dodge capability for a block capability would be similar to the "based on a different attribute" enhancement. Any opinions or references to an example?
Sci-fi future. Humanity can travel through deep space via gates/wormholes, and reached out to about a dozen habitable systems by now. Humanity is still balkanized, not just by nation but by corporate allegiances too. There's also contact with another alien culture who want to annex humanity into their empires. Military action is never overt, as diplomats maintain an appearance of civility while "rogue insurgents" are dealt with "police actions" among the colonies, and "unsanctioned criminals" are eliminated with "unfortunately" too little evidence to identify them. While the main powers of humanity fight a constant cold war, an interstellar Combined Army seeks to conquer and assimilate humanity's knowledge and technology.
GURPS generally works well with most sci-fi settings, although you may need to adjust stats of weapons/armor to have the right feel from combat. GURPS Basic Set is a must (as always), Ultra Tech (for equipment) and Space (for space-related rules) highly recommended, I would also look at Tactical Shooting to improve combat and Powers to make characters easier.
Tldr its a kind of anime-y cyberpunk setting. Lots of kind of crazy shit. Combat Catholic priests, neo-imperial Chinese ninjas, scottamericarussiafrench werewolves, ancient Greek heroes recreated as cyborgs, etc. Kind of cinematic but also kind of grounded as far as abilities gk
As a battlefield: Ultra-Tech, a 32 GB folder of booty pics, maybe Martial Arts for crusaders and certain ALEPH units (though the basic rules are enough for most any other melee-focused character).
As a whole setting: The above, plus Social Engineering (and maybe SE: Boardroom and Curia) as the game focuses on shadow-skirmishes meshing with financial and political drama. Maybe Spaceships.
Skirmish-level wargame with a post-cyberpunk setting. Open warfare is no longer a huge issue, as the real global powers, mostly megacorps of varying flavors, prefer to settle things with closed door meetings. When those fail, small elite teams of soldiers and saboteurs get called in to deal with things quickly, quietly, and most of all deniably. Power-armored TAGs rub shoulders with infantry, hackers, thermo-optically camouflaged troopers, etc.
There's also some evil aliens that are right around the corner, plus some less evil ones really into bioengineering.
You're probably thinking of "No active defense allowed", not "Irresistible Attack", Irresistible Attack is the one that ignores DR.
Remember there's Cone and Area Effect, with those you can for example make a wide bolt of energy that is too wide for most people to dodge out of, and you can add Blockable on top of that.
Other than that, I think +20% is too generous. Everyone and their mother can dodge, usually relatively reliably if they hit the dirt, while a block from a shield is only usable once per round, only effective from front and shield-arm side, and requires the shield-bearer to have a readied shield - Most people don't.
I looked up the modifier in Supers (from >>44606970) and Anchored should be applied to the Warp, not the Affliction. Either way, the Exoteleport power in Psionic Powers uses the same thing, and applying the Anchored limitation is pointless because the Warp used for Exoteleport already costs the minimum of 20 points. You get less utility for the same points.
The only way to get it cheaper is to do the thing from the Limitations Power-Ups book where a GM can declare a lower minimum. Good thing I'm the GM.
Every time I try to stat new type of vehicle, I meet new type of problem. For example - I can't find empty weight or load of most APCs. And then there is a Load - apparently, you can hang two tons of armor on VAB or who knows how many tons of armor on Stryker and call it a day.
So I read in an issue of pyramid that the stats for laser weapons in Ultra Tech aren't actually entirely correct, and that their damage is statted in balance relative to other weapons from Ultratech rather than their actual ability. Is this true, and if so, should I toss an extra d6 on to the damage of them or something?
I like the idea of causing people to explosively flash in to steam (What laser weapons actually do, as opposed to their depiction of "Burning" in popular media). I don't actually expect it to be used all to much in my game, but I'll have fun designing something, probably.
That said, my main problem with energy weapons is that they do 1x damage (Burning) where as I said, they cause people to explosively flash in to steam. That seems like its wounding modifier (on flesh targets atleast) should be a bit higher.
Actually, I should add on:
It seems that giving continuous beam weapons RoF 10 makes sense, no? Although it's technically RoF 1 through it being one shot, I think that keeping it on target should do more damage and such.
I like that they state pulse laser weapons are crushing and explosive (Which is on the right track), but I think that should maybe be all lasers or have something better than "Tight Beam Burning," because that's really not how laser weapons work.
It's essentially superheating whatever it hits, so with humans I know that it causes the body to explosively flash in to steam, causing wounds to be large and messy. I'm not entirely sure if it proves true with any other sort of target, it could just leave a big scorch mark.
Shit, I was looking for more info on the effects, and apparently this guy says that laser weapons really aren't possible. Which seems weird, but I'm not a physicist, I suppose.
My roommate keeps pressuring me to start a campaign since I mentioned I was interested in GURPS, and his persistence is really turning me away from it. I have the basic set but every time he mentions it I lose all interest for weeks at a time.
Nothing kills enthusiasm faster than being bugged about it. Sorry you've got a pestering shadow, but there's not a whole lot /tg/ can do about that.
If your roomie's so excited, why doesn't he run something?
Sorry, I just felt like complaining about it. And, he does. Which is why he wants me to. He needs a break from running things (mostly AD&D 2e and 5e), so I understand why he keeps asking me. I just don't think he understands my perspective very well.
Interesting read, I've seen other people end up with similar results when discussing laser weapons, so I think his numbers check out.
That said, there are some scenarios in which a laser weapon *might* be useful.
Apparently isn't a complete disaster. Extremely cheap to operate and useful against small boats and even helicopters. Of course, it's got nowhere near the firepower or range of the machine gun it replaces so it's not necessarily a "good" choice, just a cheap one.
See, you'd need something in the megawatt range for it to be an effective infantry weapon so to say. I don't think it's completely out there that we may somehow find a power source (Hydrogen fuel cells come to mind) that could output that sort of power with a man-portable weapon, and we don't know everything there is to know about lasers at this point so we could very well find a way. I think the writer of that article has "hard scifi syndrome", as I call it, where you assume stuff that is only hard proven by science in modern day will exist in the future (I know it's not the correct terminology but it's my own stupid term, bare with me) and that there aren't things that humans are just completely unaware of as of now.
That's not what the article is about though, he even suggests you should make up your name for a weapon and not sweat the details (Phasers, photon torpedoes).
>It’s not the lens that’s important here, because science fiction can come up with any number of futuristic ways of redirecting the rays to the focal spot. Rather, the issue is the propagation characteristics of the energy once it leaves the lens or its equivalent, and what’s important is the required beam diameter at the source (Da) to achieve a given spot diameter (Ds) at the target. The information in the figure tells us the smallest that the spot can be. It can be larger through defocusing, but never smaller.
Those characteristics will always be the same if you have a laser, because it's the way photons behave. If you fire some exotic particle, it's no longer a laser. The only way I can see you getting around this issue is if you have something like GURPS Field-Jacketed (TL10^) lasers, that somehow stops them from diffracting. Of course, with our current understanding of physics such a thing is impossible, but that's the one thing that *could* change.
To an extent.
But look at the example with the laser-sidearm:
>By the time the 1 cm beam reaches a target at 100 m, it has grown to 2.44 cm in diameter, reducing the energy density at the target by a factor of six (the square of 2.44).
>At 200m the spot diameter is 4.88 cm and the energy density is down by a factor of 24.
So in order to go from an effective range of 100m to 200m you need 4x as much power, 16x the amount of power to reach out to 300m.
And with that amount of power pumped into your weapon, it's essentially an anti-tank weapon on close range, ~100 times more lethal at point blank range than it is at 300 meter.
No, because it's not a problem with the lens, it's a problem with the properties of photons themselves. The only way to compensate is a bigger diameter on the lens (or equivalent) so you can have a greater beam diameter.
Or some type of tech that makes photons stop behaving like photons, like the magical "Field-Jacketed (TL10^)" beam.
Working on some Bio-Armors for a supers game I run, based off that one pyramid article; I'm trying to think up some "classes" to differentiate them, or at least packages of abilities.
I know I want a brute class with higher DR and ST, a ninja with better speed/move and ETS, and I'm thinking a "Cleric" with Power Investiture-as the armors are extradimensional beings, and magic is commonplace in the game beyond their home timeline.
What are some other things I could do? I'm thinking of messing around with built-in weaponry, energy whips and psi-sword types of things. They're native to a TL4 fantasy parallel, while the PCs are dimension-hoppers from a TL8-9 world with a lot of magic and alchemy.
I would start with this.
APCs are ready, except for M113 and Stryker write-ups, 30mm 2A72 cannon stats and all the costs.
I also feel bad about forgetting Universal Carrier and Casspir MRAP (I should've statted them instead of M3 and VAB), but oh well, we already have seven vehicles as is. Maybe I'll work on them later.
http://rghost dot net/7vJfCX26N
Autosage is fast approaching, so I'd like to unveil a slightly more distinctive-looking version of the OP PDF. The text is unchanged; it now merely presents a more GURPS-like face to the world.
The Universal Carrier is already in WWII, so it will be easy for me to do it from there.
Wondering if there should be a separate category for armoured trucks like the MRAP stuff, snatch land-rovers, etc. they aren't quite APCs.
Computer crash made me lose a day's work, but some more of your vehicles integrated into the main document.
Also wondering if Jeeps, etc. should be their own category. At the moment they are landing in either SUVs or ATVs but seem like a poor fit with the latter.
Still need write-ups for some more ordinary cars and the car categories need reorganising.
"Aren't quite APCs" is putting it lightly. They're really just military trucks, like jeeps and humvees). They carry cargo and people. The only difference is heavier armor and V-shaped hulls. They should NOT be treated like armored fighting vehicles.
Something like a jeep should be classified as a truck. There's no reason to think of them as anything else. MRAPs and the like could also be treated as trucks, or they could get a new category of "infantry mobility vehicle" - the umbrella term for them and similar vehicles which is basically a rebranding of the armored car.
How about putting all civilian stuff into SUV category and all military vehicles (and stuff like quads and buggies) into ATV category?
Also, it seems that we accidentally statted two versions of Unimog.
Well, but that also holds true to early APCs - they had relatively low armor that wouldn't even protect against infantry weapons at close range.
That doesn't change the fact that MRAPs aren't meant to carry infantry directly into battle and support them. They are patrol and logistics vehicles and not battle taxis. Their jobs are totally different.
How about the category "Special military vehicles"? It may include stuff like MRAPs, MT-LB, engineering vehicles, artillery tractors, heavy trucks used as chassis for missile launchers and so on.
I'm thinking of a split like...
ATVs: dune buggies, quad bikes and weird stuff like the Kettenrad.
LUVs (Jeeps and equivalent) and crossover/compact SUVs.
Light Trucks and SUVs.
Infantry Mobility Vehicles (MRAP, Snatch Land Rover, etc): wheeled, lightly armoured, generally unarmed or lightly armed, mostly road-bound (once you've put the armour on them), carry infantry.
Armoured Cars: wheeled armoured fighting vehicles that are smaller and faster than light tanks. Actually intended for combat, even if not very well suited to it.
APCs: some armour (usually better than an IMV), serious off-road capability and usually some weapons (machine guns).
IFVs: decent armour, decent weapons (cannon), carry a bunch of troops (which distinguishes them from armoured cars, which carry few or no infantry).
Sounds good. I can probably stat some armored cars (WWI and WW2 stuff, and one modern vehicle if I'll find something good - most armies are just using APCs as scout vehicles now).
Should keep in mind that the term "armored car" fell out of use after WWII, so anything that fits that description post-WWII would fall into one of the other categories (most being infantry mobility vehicles).
My definition of armored car is anything that is not supposed to carry troops around - such as Cold War era reconnaissance vehicles (some of them are already statted in High-Tech) and WW1 gun trucks.
In that case, there's certainly stuff around today that you could class as armored cars, like the good ol' Fennek (pic related).
I think those all might belong in a different category of armored fighting vehicle, something like Light Armored Reconnaissance Vehicle. Would also include things like the LAV-25.
They'd be differentiated from modern Light Tanks (as compared to the Main Battle Tank and not a part of the WWII/Cold War Light, Medium, and Heavy distinctions) by being wheeled, generally less armor, not intended for protracted fighting, and possibly carrying a small number of dismounts.
The modern use of "Light Tank" isn't really a hard-and-fast rule. For example the M60 Patton was a Main Battle Tank, but when the M1 Abrams entered service it was sometimes called a Light Tank to differentiate it.
I find myself wishing that Magery/Psi scaled like stats, so the whole fractal of GURPS granularity is less lopsided if it's on the same scale. Also it'd make it easier to grok how powerful a mage is.
See, right now Magery is pretty much a talent and two tiered gateway check with the prerequisites and "Magery and Effect."
Hey boys, could anyone with the Martial Arts book take a look at the choke hold technique? What I wanna ask is, when I use a weapon to do the choke hold do I also get a bonus from high wrestling skill? Thanks.