ENGLISH

GURPS Classic: Vehicles

Book information

Publisher
Steve Jackson Games Incorporated
ISBN
1556343256
Language
english
Format
PDF
Filesize
19 MB (20239438 bytes)
Pages
208\211
Time added
2021-03-03 16:20:10

Description

http://www.sjgames.com/gurps/books/Vehicles/ Introduction Conventions About GURPS 1. Vehicle Design Part I: Subassemblies A. Motive Subassemblies B. Flight Subassemblies C. Structural Subassemblies Part II: Body Features A. Water Vehicle Features B. Streamlining C. Slope Part III: Components A. Propulsion B. Aerostatic Lift C. Built-In Weaponry D. Instruments and Electronics E. Arm Motors F. Miscellaneous Components G. Manned and Unmanned Vehicles H. Power Systems I. Fuel J. Access, Cargo and Empty Space Part IV: Volume and Structure Volume of Body and Subassemblies Surface Area Structures Hit Points Special Structural Options Part V: Surface Features A. Armor B. Waterproofing and Sealing C. Other Surface and External Features D. Vision – An Optional Rule Statistics Appendix Component Armor Ruggedized Components Small Details Railroad Tracks 2. Propulsion and Lift Systems Part I: Propulsion Systems Harnessed Animal Propulsion Rowing Sails Lightsails Wheeled, Tracked, Leg and Flexibody Drivetrains Paddle Wheels, Hydrojets, Screw Propellers and MHD Tunnels Aerial Propellers and Ducted Fans Helicopter Drivetrains Ornithopter Drivetrains Reaction Engines Reactionless Thrusters Magnetic Levitation (Mag-Lev, TL7) Stardrives Parachronic Conveyers Part II: Aerostatic Lift Systems Lighter-than-Air Gas (TL5) Lift Fans and Engines (TL3) Hoverfans (TL7) Contragrav Generators (TL12) Levitation (Special) 3. Armaments Weapon Accessories 4. Instruments and Electronics Communication Systems Communicators (TL6) Headlights and Searchlights Sensors Visual Augmentation Systems (VAS) Extendable Sensor Periscopes Radar (late TL6) and Ladar (TL8) Sonar Thermal and Passive Electromagnetic Imaging Sensors Other Sensors Sonobuoys and Other Remote Sensors Scientific Sensors Audiovisual Systems Navigation Systems Targeting Systems Electronic Countermeasures Computers Software Neural Interface Systems Psionic Technology 5. Miscellaneous Equipment Robot Arms and Arm Motors Fire Extinguishers Bilge Pumps Labs and Workshops Heavy Equipment Emergency and Medical Equipment Entertainment Facilities Vehicle Access Teleport Projectors (TL16) Security and Dirty Tricks Equipment Vehicle Storage Landing Aids Fuel Transfer and Processing Equipment Screen Generators (TL9) Modular Sockets 6. Crew and Passengers Maneuver Controls Crew Stations Occupancy Crew Requirements Accommodations Environmental Systems Provisions Artificial Gravity Safety Equipment Appendix – Battlesuit Systems 7. Power and Fuel Power Systems Jet Engines and Power Power Plants Muscle Engines Steam Engines Internal Combustion Engines Gas and MHD Turbines Fuel Cells Nuclear, Antimatter and Mass-Conversion Reactors Exotic Power Plants Energy Banks Fuel Coal, Wood and Fuel Bunkers Fuel Tanks Types of Liquid Fuel Antimatter Fuel Bays 8. Surface and External Features Concealment and Stealth Features Defensive Surface Features Force Field Grids Rams, Wheelblades, Plows and Bulldozers Top Decks Hardpoints Convertible Top Features Special Tires Hitches and Pins: Pulling Other Vehicles Sidecars Solar Cells 9. Weaponry Mechanical Artillery Real-World Weapons Expressing Dice of Damage Statistics for Mechanical Artillery Direct vs. Indirect Fire What Bore Size Do I Need? How Long Is My Barrel? One-Shot Railguns GURPS Space Firepower Ratings Gun Design Cheap Vehicular Weapons Fine and Very Fine Weapons Ammunition in Combat Kinetic-Energy-Class Ammunition Gun Statistics Explosive-Class Ammunition Shaped-Charge-Class Ammunition Bursting Rounds – CHEM (TL6) Bursting Rounds – More CHEM Bursting Rounds – Submunition Warheads Nuclear Weapons Tactical and Strategic Nukes Other Ammunition Micronuke Warheads (TL9) Advanced Conventional Guns Optional Missile Rules Launcher, Torpedo and Missile Design Torpedo and Missile Design Bombs Carrying Bombs Bombing Mines Naval Minesweeping Land Mines Missile and Torpedo Statistics Liquid Projector Design Launcher Design Statistics for Launchers Unusual Water Cannon Ammo FTL Beams (TL?) Beam Weapon Design Blue-Green Lasers Hand-Held Weapons Statistics Accessories for Hand-Held Weapons 10. Performance Ground Performance Water Performance Submerged Performance Aerial Performance Mag-Lev Performance Hovercraft Performance Space Performance Recording Vehicle Statistics Appendix I – Cube Roots Appendix II – GURPS Space: Defense Factors 11. Sample Vehicles Roundship (TL3) Jeep (TL6) Transport Aircraft (TL6) Family Car (TL7) Motorboat (TL7) Motorcycle (TL7) Main Battle Tank (TL7) Utility Helicopter (TL7) V/STOL Fighter-Bomber (TL7) Scout Ship (TL10) 12. Vehicles Action Routine Travel Basic Vehicle Movement Vehicle Operation Skills Advanced Vehicle Movement Moving the Vehicle Maneuvering Maintenance, Breakdowns and Repairs Ground Vehicle Breakdowns Repairing Damaged Vehicles Control Rolls Crew Actions and Crew Stations Vehicle Statistics Abstract Advanced Movement Change of Top Speed G-Forces and Realism Control Roll Modifiers – On the Ground Bad Visibility Control Roll Modifiers Special Movement Rules Movement On the Ground – Special Rules Control Roll Modifiers – In the Water Control Roll Modifiers – In the Air Riding Outside Vehicles GLOC Movement On or Under Water – Special Rules Flying Movement GLOC Effects Stunts Collisions The Chicken Coop The Narrow Passage Muscle Power and Fatigue Sails and Wind Staying on the Ground The Sound Barrier Dogfighting Combat Initial Contact High Altitudes Variable-Sweep Wings The Dogfight Ejecting Dusting and Toasting Space Travel Ground-to-Space Capability Control Rolls for Airships and Large Watercraft Battlesuits at Low Speed Extreme Environments Damaging Buildings 13. SIghting and Detection Electronic Sensing Expanded Speed/Range Table Bearing Approximate Size Active Sonar Modifiers Infrared and Thermograph Modifiers Passive Radar Modifiers Radar and Imaging Radar Modifiers Ladar Modifiers Passive Sonar Detection MAD Modifiers Vision: The Mk. 1 Eyeball Geophone Modifiers Gravscanners Multiscanner Modifiers Force Screens and Detection 14. Combat Angle of Fire Gunner Specializations Hit Location Vehicular Combat Modifiers Option: Loaders and Rate of Fire Smoke from Black Powder Broadsides Indirect Fire Indirect Fire with CLGP Damage Modifiers vs. Flesh for 10mm or Larger Rounds Advanced Damage System Damage to Wheels with Tires Melee Attacks Against Vehicles Optional Combat Rules Defense of Occupants Vehicle Critical Hit Table Armor and Explosive-Type Damage Fire and Explosion Special Situations Ground Combat Anti-Aircraft and Aerial Combat Naval Combat Ammunition Explosions Antimatter and Nuclear Power Plant Explosions Space Combat Nuclear Weapons Ammunition – Special Rules Vehicular Body Combat Super Strength vs. Vehicles Bursting Class – CHEM Rounds Unguided Missiles Guided Missiles Bursting Class – Submunitions Homing Missiles Bursting Class – Special Types Unguided Torpedoes Beam Weapons – Damage Effects Illuminating Targets Exotic Missile Abilities Detecting and Shooting at Missiles 15. Vehicles in the Campaign Using GURPS Vehicles Sensitive and Secret Technology Making Lemons Acquiring Vehicles Black-Market Weapons Salvage Building Vehicles Fatigue and Magic GURPS Robots and GURPS Vehicles Super-Vehicles Enchanted Vehicles Personal Equipment Vehicle Quality – Cheap, Fine and Very Fine Vehicles Campaign Technology Bibliography Index

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