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Super-science Options for Modular Mecha

 Yet more options for David Pulver’s Modular Mecha (Pyramid volume 3 issue 51). Reactionless Thrusters (TL 10^, 1 DP): Allow flight as for jump jets, but do not require fuel. Instead, each second of use consumed energy equivalent to one shot from a beam weapon. Force Screen (TL 10^, 1 DP, can be taken twice): Gives ablative DR equal to the lower DR for the mecha’s base model (e.g. DR 600 for a standard light mecha). These early force screens are less efficient than the TL 11^ ones in Ultra-Tech: they consume energy equal to one beam weapon shot every second they are active and the mecha counts as moving if they are shut down and regenerating. Alternatively, they may be velocity screens which consume energy equal to one beam weapon shot only when activated by an incoming attack (this is sufficient to remain active for one second). Transformation (TL 10^, 1 DP, can be taken twice): The mecha can change shape into a different style of vehicle, gaining the Alternate Form advantage. ...

Jump Jet Options for Modular Mecha

 Yes, I'm on a roll with adding new options for David Pulver’s Modular Mecha (Pyramid volume 3, issue 51). Chemical Rocket: A simpler and lighter design than a nuclear rocket, but less fuel-efficient. Performance and endurance is the same as standard jump jets (they use a smaller motor and carry more fuel), but the mecha gains the Fragile (Flammable) disadvantage, and each extra tank of fuel adds only 40 seconds of endurance (800 yards/second ΔV). However, the exhaust is cooler and not radioactive. Reduce exhaust damage to 6d and the bonus to detect it with infrared to +2. Ducted Fan: Requires no fuel and has a cool exhaust (damage becomes 3d crushing dkb, no bonus to detect with infrared) but needs a lot of power and only works in an atmosphere with density of 0.1 atmospheres or greater. Move is the same as standard jump jets, but treat each second of use as one shot from a beam weapon. Fusion Rocket: A weaker but more efficient nuclear rocket only suitable for space travel. Gi...

More Features for Modular Mecha

A few new options for David Pulver's Modular Mecha (Pyramid volume 3 issue 51).  Access Space (1 DP): The mecha has a relatively roomy interior, allowing crew to carry out repairs without leaving the vehicle. Grippers (−1 DP): The mecha has crude gripping claws instead of hands. Treat it as having Bad Grip 1 and Ham Fisted 2 (instead of Ham-Fisted 1) Electromagnetic Armor (1 DP): This system draws on the mecha’s internal energy bank in the same way as a beam weapon. It activates automatically when the mecha is hit and stays active for 1 second, consuming one ‘shot’ of energy. During that time the mecha’s DR is tripled (instead of doubled) against shaped charge and plasma attacks. May not be taken alongside the No Laminate feature. Enhanced Reactor (1 DP):  The rate at which the mecha's energy bank recharges is doubled (i.e. 1/15 of full capacity every second). Expendable ECM (1 DP): Numerous small launchers capable of deploying chaff, decoys, expendable jammers, and smoke....

Bigger Modular Mecha

 The mecha in Modular Mecha (Pyramid volume 3 issue 51) are fairly small (17-33 feet tall and 25-65 tons) compared to those seen in some franchises. For example, Gundam mobile suits are about 60 feet tall, pacific rim jaegers are 240-280 feet tall, and Warhammer 40,000 titans range from 40 foot tall ‘scout’ titans to the imperator class, which are at least 200 feet tall. To make a ‘giant’ mecha, increase SM by 2, decrease Hnd by 1, double height, ST, HP, and DR, and multiply LWt. Load and Cost by 8. A ‘colossal’ mecha increases SM by 4, reduces Hnd by 2, multiplies height, ST, HP, and DR by 5, and LWt. Load and Cost by 125. A ‘titanic’ mech increases SM by 6, reduces Hnd by 3, multiplies height, ST, HP, and DR by 10, and LWt. Load and Cost by 1,000. The mass of weapons carried can increase by the same factor as Load. A simple rule of thumb for scaling up weapons: multiply calibre, damage, range, and ST by the same factor used for the mecha’s height, ST, HP, and DR (e.g. a giant par...

SOLIDS: a new damage system for GURPS

(Sort-Of Logarithmic Improved Damage System) I've written an extensive re-build of GURPS damage mechanics which should be faster and easier to use in play. At the moment it is untested and un-edited, so there may be various issues which need sorting out. Here's a link to a (125 kB) PDF: https://drive.google.com/file/d/1rxt_-69SAP8ungj1OByOWWdirrb6Jmjh/view?usp=sharing At some point I will clean it up and make it more presentable, but for now I'd really appreciate any feedback on this first draft from readers. Best place to post about it is on the SJG forums: http://forums.sjgames.com/showthread.php?t=178564

Nightmare Neanderthals

I recently read Danny Vendramini’s Them and Us and Michael Crichton’s Eaters of the Dead, both of which feature scary neanderthals. Them and Us is pretty much entirely pseudoscience, but does raise some interesting points about how we probably underestimate the differences between humans and neanderthals. I’m fairly convinced they were a lot hairier and less human-looking than typical reconstructions show them. Evidence for casual cannibalism, with the bones being tossed into the same waste pile as those of other prey species suggests a certain degree of inhuman disregard for the dead. Unfortunately, Vendramini doesn’t stop there, but starts with wild speculation about them being nocturnal, with slit pupils, and ape-like noses, then goes on to complete crank theory about human race memories. Eaters of the Dead is a work of fiction, written well before Vendramini’s work, but the ‘wendel’ are basically similar to his neandethals, if vaguely described. Both are covered in black hair, ...

GURPS Guns: Trailblazer Lifecard

Trailblazer Lifecard, .22 WMR (USA, 2019-) A single-shot derringer, which can be folded into a rectangular block roughly the length and width of a credit card (Holdout +0). It cannot be cocked or fired while folded (or folded while cocked) and has no extractor. A groove in the top surface serves as a rudimentary sight. A small compartment in the grip holds three spare rounds of ammunition (weight of these not included in the listed weights on the table). A version in .22 LR is also available, and the grip compartment can hold four of the smaller rounds. A barrel to convert between the two is $70. GUNS (SPECIALITY) (DX-4 or most other Guns at -2) Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Trailblazer Lifecard, .22 WMR 1d+1 pi− 0 100/1,300 0.45/0.012 1 1(3) 6 −1 2 Trailblazer Lifecard, .22 LR 1d pi− 0 80/1,100 ...