Vehicle Design Questions

samedi 18 avril 2015

I am attempting to get comfortable with the vehicle design rules. I see High Tech and Basic both have several examples, and lay out what the different stats do. What I'm failing to grasp, however, is how to work some of these out.



I can find some data I can work with (armament, some basic information about armour, speed/range, weight), but the more abstract GURPS mechanics are beyond me; Size Mod I think is the only thing I can really figure out cold.



1) Calculating ST/HP and HT: Do I look at the weight and try to determine the Strength required to move that? I'm dealing with 30+ ton vehicles here, though, so the Weight/Strength table at the beginning of Basic isn't going to cut it, if that's the case.



2) Handling? "Handles like a tank" is all I got.



3) DR: Thicknesses are not listed for materials for what I'm translating, but I do know it's laminate/spaced (HT gives me info there). I also know what weapons the armor is supposed to be proof against. However, what is a better convention: Make the vehicle's DR just capable of beating what it is proofed against, or up to some percent, so "lucky shots" can still get through? And, related, a rocket's "linked" effect is just what happens when it gets through DR and explodes inside the vehicle? Thus, to beat an RPG 2 (7dx2(10) cr ex linked 6dx2 cr ex) I'd need a minimum of 840DR ((42*2)*10)?



4) What's the convention for handling damage to hit locations such as tracks? I see stuff about hit locations, not how much punishment I can expect them to take.



So if there's (good) guidance out there to get rolling, I'd like to see it. I think I've got all the real world data I need, so it's just a matter of making sense of how GURPS does it. I suspect it's located somewhere super obvious, but I have Per 8 and Oblivious.



Thanks,



M.

Vehicle Design Questions

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