Saturday, February 22, 2020
Melee Weapon Packages for the BAT
One package in Action 4 is rather non-descript: Obsolete weapons. Rather than providing any real guidance, the template says to get enhanced parry, and then spend 12 points on skills and 8 points on techniques in the weapons you want. Flexible, but uninspiring.
Historical games are rather tangential to the main topic of action, but I find myself using the BAT and its associated packages for more and more. (see ICOPs, Gurps Action, and the BAT). The BAT can do more than just action, and It can do better than building "obsolete weapons" packages from scratch each time.
But there is a Gurps product that gives advice on building specific types of warriors: Martial Arts. Martial Arts has a list of 113-ish "styles", detailing how to buy skills and techniques to fight like almost any warrior in history. Using that as our guide, we can make more nuanced packages for the BAT.
We will rundown the classic melee weapon systems of history, with something of a European emphasis. We will cover:
Thursday, February 28, 2019
Spaceships: How Much Damage Should Guns Do?
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| by Mohamed Baki |
Its been noted that kinetic weapons in spaceships are among the most
powerful weapons in Gurps, and they contribute greatly to the "Eggshells
with Hammers" paradigm worked out by gurps spaceships. When I scaled spaceships down to SM+0, a major battery didt 15 dice of damage, either
as a crushing explosion or with a (2) armor divisor. I'd love to have
that kind of damage as a SM+0 player, but I'd dread it as a GM, and it kind of breaks my sense of immersion
Here, we're going to figure out what the weapons damage SHOULD BE, in order to play nicely with High Tech and Ultra Tech. We will be comparing damage, weight, and caliber. While range and rate of fire are also important, I will be ignoring these for now, much as I did in last week's look at beam weapons.
Edit: a post covering how to use these numbers for missiles has been published
Wednesday, February 20, 2019
Spaceship Weapons: How Much Damage Should Beam Weapons Do?
Gurps spaceships is an extremely flexible system that lets us build not only spaceships but a wide variety of vehicles. Unfortunately, it seems to produce "Eggshells with Hammers": Ships able to trivially pierce each other's defenses, with even dedicated defensive designs struggling to survive a single hit. This has often been attributed to scaling problems, but when I built a SM+0 "Tank Bot" all the problems remained: it was an eggshell with a hammer.In a previous post, I looked at how tough spaceship's armor should be. I hadn't planned on exploring the weapons systems, but a few folks expressed interest, and I decided to dig into the topic.
So if spaceship's weapons are off, how much are they off, and what should they look like? Here we will look at the damage for one of the weapon systems, and compare it to the Ultra-tech book. Spaceships has two types of weapons: beams and projectiles, and it treats them very differently. This post will discuss lasers, but posts on the more difficult topic of kinetic weapons are coming. Beam weapons are the less troublesome of the two attacks, and this post will focus more on comparison than on changes.
Wednesday, February 13, 2019
Robots as Spaceships: Arms, Legs, and Mecha
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| concept art by Pascal Blanche |
Thursday, February 7, 2019
Robots as Spaceships: Between SM's
Spaceships categorizes craft by their SM, which is a tool that appears in GURPS again and again because its so useful. However, when we get to human-scale objects, we find that each SM cover a huge range. This is just fine for calculating hit penalties and mana costs, but it falls short as the sole number determining something's size. We need a more fine grained system for determining spaceship sizes. As it turns out, I already built one, when working with sea monster sizes. We want to go smaller than the monster table, and its nice to have the ST built into it (we're using a very different method for determining ST), so we have an adjusted version. We've also added a base cost to each of these size entries, so that we can use relative and base costs easily.
| Weight | SM | Strength | Base Cost | Weight | SM | Strength | Base Cost | |
|---|---|---|---|---|---|---|---|---|
| 5 oz | -5 | ST 2 | $.015 | 100 lbs | +0 | ST 17 | $5 | |
| 8 oz | -5 | ST 2 | $.025 | 150 lbs | +0 | ST 19 | $7.50 | |
| 12 oz | -5 | ST 3 | $.035 | 200 lbs | +0 | ST 20 | $10 | |
| 1 lb | -4 | ST 4 | $.05 | 300 lbs | +1 | ST 23 | $15 | |
| 1.5 lbs | -4 | ST 5 | $0.075 | 500 lbs | +1 | ST 27 | $20 | |
| 2 lbs | -4 | ST 5 | $0.10 | 700 lbs | +1 | ST 30 | $30 | |
| 3 lbs | -3 | ST 6 | $0.15 | 1000 lbs | +2 | ST 36 | $50 | |
| 5 lbs | -3 | ST 7 | $0.25 | 1500 lbs | +2 | ST 45 | $75 | |
| 7 lbs | -3 | ST 7 | $0.35 | 2000 lbs | +2 | ST 50 | $100 | |
| 10 lbs | -2 | ST 8 | $0.50 | 1.5 tons | +3 | ST 56 | $150 | |
| 15 lbs | -2 | ST 9 | $0.75 | 2.5 tons | +3 | ST 65 | $250 | |
| 20 lbs | -2 | ST 10 | $1.00 | 3.5 tons | +3 | ST 70 | $350 | |
| 30 lbs | -1 | ST 11 | $1.50 | 5 tons | +4 | ST 79 | $500 | |
| 50 lbs | -1 | ST 14 | $2.50 | 7.5 tons | +4 | ST 92 | $750 | |
| 70 lbs | -1 | ST 15 | $3.50 | 10 tons | +4 | ST 100 | $1,000 |
We'll refer to each of these vehicle sizes by their weight, and generally throw a motive type in the description as well. So our Gunbot is a 200 lb tracked robot.
This set of weights is still pretty rough-grained, but for any weight we choose, there will be a stat line within 20% of it. This happened because we used the size/range table for weights rather than lengths. This spread of numbers works well with Gurps, and has a lot of support.
We can now build a wide variety of robots at these sizes. Of particular interest is the 100 lb to 1000 lb range: there is a big difference between walker that weighs 300 lbs with the human onboard and one that weighs 500 or 700 lbs. Many fictional androids will be made at the 100 lb or smaller mark, and are correspondingly cheaper.
Lets get out there and build all of the robots we can think of! At least in our games. I take no responsibility for any actual robot legions of doom.
Wednesday, January 30, 2019
Robots as Spaceships: Chassis and Cargo
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| Chassis. It rhymes with "Grassy". Blame the French. |
We are going to systematize this, and get comfortable with swapping back and forth between the two paradigms.
Wednesday, January 9, 2019
Robots as Spaceships: Scaling Costs
While this is being presented as part of the robots as spaceships series, this is a tool I've been using for a long time when building spaceships. It simplifies table look-ups, and gives us a lot of power and flexibility we can use to build spaceships that aren't exactly on the SM benchmarks.




