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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They wont really be able to use the mechs will they? In the pages of Mecha you’ll find: Designer’s Notes — Author David Pulver gives a look inside these giant robots, and a couple of extra mecha not in the book. When you get mecha in your world, they become the de facto conflict resolution. In the pages of Mecha you’ll find:. GURPS Robots — Detailed rules for designing, building, and playing robots — from the tiniest nanobots to the mightiest megabots.
GURPS Mecha 3rd vs 4th Edition
Special combat rules that emphasize the cinematic nature of mecha combat, as well as realistic rules for sensors, weapons and orbital drops. That way I could let each player design a pilot character for non combat, but buy the mech as an expensive combat focussed mechq. So just go with what you feel most comfortable with. GURPS 4e gurpx to have a bigger following, but it’s a marginal advantage. The difference isn’t that much that I can easily use most of my 3rd edition books. Originally Posted by lachimba What are the implications of using mechs as characters over just something from Ultratech.
I would buy the hell out of that.
Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games! All times are GMT My thoughts were to give the mechs some sort of AI and maybe modular abilites.
All times are GMT If there is a murder where they work, grups a kidnapping, or espionage or even terrorist who have infiltrated a building.
Advanced rules with a plethora of options like transforming and combining machines that can turn into cycles or fighter planes, overload boosters, psionic mecha, energy battlesuits, giant swords and shields, even steampunk mecha! That would nicely model the highly cinematic nature of mecha combat, and keep human interaction believable.
Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — meha well as many of our other game lines.
In what situations is it actually useful? 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 furps tech level 8 technology.
Don’t hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow. Main adversaries being other nations that might have missed out on tech and eventually aliens returning to deal with technological usurpers. Are the battle suit rules in a setting like Transhuman Space useful to know in relation to this setting?
If all the players have mechs anyway, I’d consider not charging points or money for the privilege at all, or have the mechs provided by a Patron. 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. 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.
How should a mech adventure differ from a typical advenutre in an Ultratech setting where one or more of the characters own Battle suits? Uhm, when you say mech I think of something larger than human-sized. Find More Posts by Maz. Sean Punch pages. They could enhance advantages or skills, or correct mental disadvantages, of the pilot. I’m not joking one bit. Find More Posts by Mark Skarr. From battlesuited space marines making an orbital drop to cinematic Japanese anime action featuring giant walking tanks piloted by beautiful alien princesses, GURPS Mecha covers the entire genre of mecha action!
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Gurps Mecha hurps 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.
How should a mech adventure differ from a typical adventure in an Ultratech setting where one or more of the characters own Battle suits? Written by David L. 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 gurls their mechs.
So actually one might ask, when are they actually going mechs use their mechs outside of direct combat situations?
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, mevha acceptance of the Forum Rules. Stats are meaningless since they’re specifically plot devices.
And a detailed campaign world, Cybermech Damocles! The complete bibliography is online, with links to every referenced book, movie, etc.
Statting the mecha as characters is doable, but a lot of work. As for how to get them out of the mech. Mecha are best emulated by super powers and a hearty suspension of disbelief. Think of it like a tank. Sample mecha and battlesuits. It be nothing more than gkrps equipment or uniform.