GURPS MECHA PDF

From battle- suited space marines to giant walking tanks, GURPS. Mecha covers the entire mecha genre! In this book you’ll find: • An easy-to-follow, step-by-step. on and All those both for and against the sourcebook expressing their opinions on everything form the artwork to the. Ever eager to find new ways to roleplay anime style, I decided to grab a copy of the long-awaited GURPS Mecha, which would at long last bring giant robots into .

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Hi all, While reading the basic set and powers last night i started thinking about how easy it would be to design Mechs and all vehicles with 4th edition rules rather than the vehicles rules from 3rd Edition.

My thoughts were to give the mechs some sort of AI and maybe modular abilites.

They could enhance advantages or skills, or correct mental disadvantages, of the pilot. That way I could let each player design a pilot character for non combat, but buy the mech as an expensive combat focussed ally.

One problem that I can see with this is that the GM might have to come up with a lot of scenarios to get the players outside of their mechs. What are the implications of using mechs as characters over just something from Ultratech.

Are mechq battle suit rules in a setting like Transhuman Space useful to know in relation to this setting? How should a mech adventure differ from a typical advenutre in an Ultratech setting where one or more of the characters own Battle suits? Last edited by lachimba; at If all the players have mechs anyway, I’d consider not burps points or money for the privilege at all, or have the mechs provided by a Patron.

Statting the mecha as characters is doable, but a lot of work. You’d need to set some groundrules, such as typical, minimal and maximal values or DR and Innate Attacks, and likely you’d need a basic Mecha Template, too. Gurps Mecha gjrps 3E is nice, but it contains quite a lot of rules material aside from setting and campaign advice, so it wouldn’t be too useful, imo.

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Or you could run the mecha combat only with something like the Wushu rules, and stick to Gurps for everything else. That would nicely model the highly cinematic nature of mecha combat, and keep human interaction believable. As for typical mech adventures, just a read a Battletech novel or two. The plots are fairly easy to adapt to a RPG. Find More Posts by zorg.

I’ll mostly ecco what others have said. Why not make the mechs the same, or almost the same. That way you don’t have to have any necha with point costs and abilities but can just assign them whatever you feel like. It be nothing more than their equipment or uniform.

As for how to get them out of the mech. Uhm, when you say mech I think of something larger than human-sized. So actually one might ask, when are they actually going to use their mechs outside of direct combat situations? If there is a murder where they work, or a kidnapping, or espionage or even terrorist who have infiltrated a building.

GURPS Mecha

They wont really be able to use the mechs will they? Think of it like a tank. In what situations is it actually useful? Are you talking Mechs, like BattleTech or Chrome Mecua where they’re fairly slow and plodding and just an advanced tank.

They’re combat vehicles and you give them a stat line just like any other vehicle.

GURPS Mecha 3rd vs 4th Edition

If you want more detail, I’ve got a limited set of Mech rules that I’ve been playtesting with one of my groups it’s on hold since one of them is in Iraq.

PM me your email and I can see about sending you the wiki. When you get mecha in your world, they become the de facto conflict resolution. Mecha are best emulated by super powers and a hearty suspension of disbelief. Mecha need a space opera style combat system. They should be made as characters with scads and scads of points. Stats are meaningless since they’re specifically plot devices.

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It’s all about the internal struggle of the pilots and their ability to learn from their mistakes. Asuka is far more masculine than he is.

GURPS Mecha Art Gallery

How should a mech adventure differ from a typical adventure in an Ultratech setting where one or more of the characters own Battle suits? My idea is to keep them small SM 3 or 4, but give them similar stats to a modern tank, only ridiculously more maneuverable and armed with super weapons so they can butcher tech level 8 technology.

Balance of power shifted on Earth mecna discovery of new weapon tech. Main adversaries being other nations that might have missed out on tech and eventually aliens returning to deal with technological usurpers. All times are GMT The time now is Page 1 of 2.

Find More Posts by lachimba. Find More Gyrps by zuldan. Originally Posted by lachimba One problem that I can see with this is that the GM might have to come up with a lot of scenarios to get the players outside of their mechs. Find More Posts by Maz. Find More Posts by Verjigorm. Mark Skarr Forum Pervert If you have to ask.

Find More Posts by Mark Skarr. Originally Posted by lachimba What are the implications of using mechs as characters over just something from Ultratech. Originally Posted by lachimba Are the battle suit rules in a setting like Transhuman Space useful to know furps relation to this setting? Originally Posted by lachimba How should a mech adventure differ from a typical adventure in an Ultratech setting where gjrps or more of the characters own Battle suits?