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ATENÇÃO : ESTA PÁGINA ESTA TOTALMENTE EM INGLÊS.
GURPS MechWarrior
Criado por David Terhune - dterhune@sprint.uccs.edu

This is a conversion from FASA's Mechwarrior RPG to GURPS. It allows one to convert
existing characters, and includes special notes for that purpose. It is assumed that the
user of this material has access to the 2nd Edition Mechwarrior rulebook and GURPS Basic
3rd Edition, Revised. The following GURPS books are highly recommended, but not absolutely
necessary: High Tech, Ultra Tech. Space is useful for its treatment of hostile
environments and differing gravities, as well as the description of the Acceleration
Tolerance and 3D Spacial Sense advantages (useful for Aerospace pilots).
Mechwarrior characters should be built on 150-200 points, with up to 40 points of
disadvantages and the usual 5 quirks. This figure was arrived at by calculating the
average point value of the archetypes in the Mechwarrior book using this conversion.
ATTRIBUTES
ST = 7 + BLD
DX = 7 + RFL
IQ = 7 + LRN
HT = 7 + BLD
ITN of 1 gives the character the Combat Paralysis disadvantage. ITN of 5 or more gives the
character the Combat Reflexes advantage. ITN also modifies DX and IQ as follows:
ITN Modifier Follow the
progression for higher ITN scores,
1-2 -1
granting an extra +1 to
DX and IQ at 8, 10,
3 0
etc.
4-5 +1
6-7 +2
The difference between the character's Mental and Social Mechwarrior characteristics is
the overall reaction modifier (positive if Mental > Social, negative if Social >
Mental). It is up to the player and GM to work out which advantages and disadvantages
should be used to arrive at this total. It is recommended that Shyness be allowed to
substitute for negative reaction modifiers, due to its being taken into account in the
Mechwarrior CHA attribute. Mild Shyness corresponds to a -1, Severe to -2, and Crippling
Shyness equivalent to a -3 reaction penalty.
RACIAL PACKAGES
The Clans' breeding programs produce warriors of superior quality
compared to normal humans. The following racial packages represent the results of these
breeding programs. Do not apply the racial Attribute modifiers to converted characters.
They have already been accounted for under the Attribute conversions above.
Clan Mechwarrior (30 points)
+2 DX (20 points), +1 IQ (10 points), Combat Reflexes (15 points), Clan
Code of Honor (-15 points)
Clan Fighter Pilot (15 points)
-1 ST (-10 points), +3 DX (30 points), +1 IQ (10 points), -1 HT (-10
points), Acceleration Tolerance (10 points, described in Space, page
33), Clan Code of Honor (-15 points)
Clan Elemental (35 points)
+2 ST (20 points), +1 DX (10 points), +2 HT (20 points), High Pain
Threshold (10 points), DR 2 (10 points), Inconvenient Size (-10 points), Clan Code of
Honor (-15 points)
ADVANTAGES
Mechwarrior Advantage GURPS Equivalent
Ambidextrous
Ambidexterity
Exceptional Attribute
converted under
Attributes above
Extra Edge
see Edge below
Land Grant
see Wealth below
Natural Aptitude
see Natural Aptitude below
Sixth Sense
Danger Sense
Title
see Status below
Toughness
High Pain Threshold
Wealth
see Wealth below
Well-Equipped
see Wealth below
Edge (5 points per level)
For each level of Edge, a player can make one reroll per game session
(or adventure, GM's option). This can only be done for a skill or attribute roll the
player makes for his/her own character (this includes active defense rolls). Each
Mechwarrior Edge is equivalent to one level of Edge.
Natural Aptitude (varies)
Natural Aptitude is a +2 bonus to one skill. It applies to all
specialties of a given skill, including those skills which require specialization. Cost
depends on skill class:
Physical Skills
Mental Skills
Easy
2 points
Easy
2 points
Average 4 points
Average 4
points
Hard 8 points
Hard
6 points
Very Hard 12 points
Convert from Mechwarrior by translating the skill to its GURPS equivalent, then figure the
cost from the table above.
Status (page B18)
Status levels in the Inner Sphere are as follows:
Status Title/Position
7 Successor State ruler
6 King, Prince
5 Duke
4 Marquess
3 Count, Viscount
2 Baron, Baronet
1 Knight
0 Freeman
Negative Status levels are not covered in Mechwarrior, but GMs can figure these out on
their own. To convert from Mechwarrior, look up the title and give the character that
level of status. Wealth advantages do not modify the cost of status in a Mechwarrior
campaign. If the character only stands to inheirit the title, it is worth 5 fewer points.
As in Mechwarrior, one cannot be heir to a knighthood, it must be earned.
Wealth (page B16)
Average starting wealth for Mechwarrior characters is 500 C-bills in
cash, and 200 C-bills worth of equipment.Wealth is 10 points per level in Mechwarrior, and
confers starting wealth according to the table below. Unlike standard GURPS Wealth,
Mechwarrior Wealth does not modify the characters income in any fashion. Starting cash may
not be used to purchase equipment before the game.
Well-equipped is 5 points per level, and confers an equipment allowance
according to the table below. As in Mechwarrior, any of the character's equipment
allowance that is not used to purchase equipment will add to starting cash.
Level Wealth
Well-Equipped
-1 50 C-bills
None
0 500 C-bills
200
C-bills, Availability A
1 5,000 C-bills
1,000 C-bills,
Availability A,B
2 50,000 C-bills
5,000 C-bills, Availability A,B,C
3 500,000 C-bills
25,000 C-bills, Availability A,B,C,D
Land Grant is 5 points per level, and confers a land grant with a
yearly income according to the holdings table in Mechwarrior. Land Grant is converted
according to the table below:
Level Title
Cost
1 Knight
5 points
2 Baronet
10 points
3 Baron
15 points
4 Viscount
20 points
5 Count
25 points
6 Marquess
30 points
7 Duke
35 points
As in Mechwarrior, a character must posses the appropriate title in order to have a Land
Grant. Characters may purchase Land Grant at a lower level in order to represent lesser
holdings.
SKILLS
Convert Mechwarrior skill levels to GURPS character points according to the following
table. Players may rearrange these points within the skill specialties the Mechwarrior
skill represents.
Mechwarrior Physical Mental
Mental/VH
Skill Level Skill
Skill
Skill
1
1 1
1
2
2 2
2
3
4 4
4
4
8 6
8
+1
+8 +2
+4
If a Mechwarrior skill corresponds to GURPS skills from more than one of these categories,
use the one that gives the most character points.
Special Skill Cases:
Alternate Identity - This is not really a skill in GURPS. Change this to a Temporary
Identity, with each level beyond the first giving a -1 to the chance for discovery. Check
monthly instead of weekly to determine whether the identity has been discovered.
Perception - Each level of this Mechwarrior skill confers a +1 Acute
sense bonus. Two levels of this skill may be traded for +1 Alertness.
GURPS Skill Notes:
Beam Weapons - Available specialties in Mechwarrior (with defaults):
Laser Pistol (Laser Rifle-4, Pulse Laser Pistol-4, Guns:Pistol-4)
Laser Rifle (Laser Pistol-4, Pulse Laser Rifle-4, Guns:Rifle-4)
Pulse Laser Pistol (Laser Pistol-4, Guns:Machine Pistol-4)
Pulse Laser Rifle (Laser Rifle-4, Guns:Lt. Automatic-4)
Driving - Available specialties from Mechwarrior
BattleMech
Tracked (Wheeled-4)
Wheeled (Tracked-4)
Electronics Operation - Available specialties from Mechwarrior:
Communications (all conventional communications gear)
Hyperpulse Generator (ComStar HPG equipment)
Gunner - Defaults to other Gunner-4. Available specialties in Mechwarrior:
Artillery (Long Tom, Sniper, Thumper, Arrow)
Ballistic (MG, all AC, Gauss Rifle)
Beam (all Laser, Flamer, PPC)
Missile (all LRM, all SRM)
Guns - Available specialties in Mechwarrior (with defaults):
Grenade Launcher (Any Rifle-3)
Gyrojet Pistol (Any Rifle-4, Any Pistol-2, Machine Pistol-4)
Gyrojet Rifle (Any Pistol-4, Any Rifle-2, Shotgun-2, Grenade
Launcher-3, LAW-3, Lt. Automatic-4)
Light Anti-tank Weapons (Any Rifle-3)
Light Automatic (Any Rifle-4, Machine Pistol-4, Beam Weapons:Pulse
Laser Rifle-4)
Machine Pistol (Any Pistol-4, Lt. Automatic-4, Beam Weapons:Pulse Laser
Pistol-4)
Needler Pistol (Any Rifle-4, Any Pistol-2, Machine Pistol-4)
Needler Rifle (Any Pistol-4, Any Rifle-2, Shotgun-2, Grenade
Launcher-3, LAW-3, Lt. Automatic-4)
Pistol (Any Rifle-4, Any Pistol-2, Machine Pistol-4, Beam Weapons:Laser
Pistol-4)
Rifle (Any Pistol-4, Any Rifle-2, Shotgun-2, Grenade Launcher-3,
LAW-3, Lt. Automatic-4, Beam Weapons:Laser Rifle-4)
Shotgun (Any Rifle-2)
Mechanic - Available specialties from Mechwarrior:
Aerospace (Aircraft-4, Spacecraft-4)
BattleMech
Spacecraft (Aerospace-4)
Piloting - Available specialties from Mechwarrior
Aerospace (Fixed-Wing-4, Spacecraft-4)
Fixed-Wing (Aerospace-4)
Helicopter
Hovercraft
Jump Pack
Spacecraft (Aerospace-4)
SKILL CONVERSION LIST
Mechwarrior Skill GURPS Skill(s)
Acrobatics
Acrobatics
Administration Administration
Appraisal
Merchant
Archery
Bow, Crossbow
Blade
Any Melee Weapon
Bureaucracy Administration
Career Skills Closest Equivalent
Climbing
Climbing
Communications
Conventional Electronics Operation
(Communications)
Hyperpulse Electronics Operation
(HPG)
Computer Computer
Operation, Computer Programming,
Computer Hacking
Cryptography Cryptanalysis
Demolitions Demolitions
Disguise
Disguise
Driving
Driving (Tracked, Wheeled), Pilot (Hovercraft)
Engineering Engineer
Escape Artist Escape
Forgery
Forgery
Gambling Gambling
Gunnery
Aerospace Gunner
Artillery Gunner
(Artillery)
BattleMech Gunner
Battlesuit Battlesuit
Conventional Gunner
Spacecraft Gunner
Impersonation Acting
Interrogation Interrogation
Jump Pack Pilot (Jump Pack)
Leadership Leadership
Medtech
Levels 1-2 First Aid
Levels 3-4 add Diagnosis, Physician
Levels 5+ add Surgery
Navigation Astrogation
Piloting
Aerospace Pilot (Aerospace, Fixed-Wing,
Helicopter)
BattleMech Driving (BattleMech)
Spacecraft Pilot (Spacecraft)
Protocol
Savoir-Faire
Quickdraw Fast Draw
Running
Running
Scrounge Scrounging
Security Systems Electronics (Security Systems), Lockpicking
Seduction Sex Appeal
Small Arms Beam Weapons, Guns
Special Interest Closest Equivalent
Stealth
Stealth
Strategy Strategy
Streetwise Streetwise
Support Weapons Guns (Grenade Launcher, LAW, Lt.
Automatic)
Survival
Survival
Swimming Swimming
Tactics
Tactics
Technician
Aerospace Mechanic (Aerospace)
BattleMech Mechanic (BattleMech)
Electronics Electronics
Mechanic Mechanic
Weapons Armoury
Throwing Weapons Thrown Weapon
Tinker
Engineer, Mechanic
Tracking Tracking
Training
Teaching
Unarmed Combat Boxing, Brawling, Judo, Karate,
Wrestling
BATTLEMECHS AND AEROSPACE FIGHTERS
BattleMech is an advantage. Add or subtract 10 points for each
technology class above or below campaign standard. Technology classes are (from lowest to
highest): Inner Sphere Oldtech, Inner Sphere Newtech, Clan Technology. In a Newtech
campaign, Dispossessed is a -10 point disadvantage.
BattleMech Class Points
Light
20
Medium
40
Heavy
60
Assault
80
Aerospace Fighter is also an advantage. Use the same technology
modifiers as for BattleMechs, but use the cost table below:
Aerospace Fighter Class Points
Light
30
Medium
60
Heavy
90
SPECIAL NOTES ON MECHWARRIOR EQUIPMENT
Medipack: The stimulant used in the medipack causes the loss of 1 Fatigue each time it is
used. The recipient is treated as if he had made his HT roll to remain concious.
Medkit: Grants a +1 bonus on First Aid skill.
Basic Tool Kit: Allows simple tasks to be performed at base skill, normal repairs at a -2
penalty, and major repairs at a -5 penalty.
Deluxe Tool Kit: As Basic Kit for skill use, but the tools are of higher quality.
Repair Kits: Allow normal repairs at base skill. Major repairs are at a -2 penalty.
Environmental Bubble: PD1, DR3. Ten points cutting damage in one attack, or 10 separate
punctures will render it useless.
Hostile Environment Suit: PD4, DR30.
Light Environment Suit: PD2, DR3.
Sneak Suits: Give a -3 penalty for spotting, and a -10 to skill for guided weapons using
sensors the sneak suit protects against.
Gripper Gloves: ST 20 for gripping purposes. Give a +3 to Climbing skill.
Vibro Lockpick Kit: Gives a +5 to Lockpicking skill
Ablative/Flak Armors: Ablative PD2, DR20. (Ablative means for every 10 points of damage,
whether it penetrates or not, 1 DR is lost.) Patches repair 1 DR each.
Armored Vests/Suits: PD4, DR30.
Mechwarrior Combat Suit: PD2 DR16. Torso and helmet are PD4, DR30.
Weapons and Accessories: Use the closest GURPS equivalent from High Tech or Ultra Tech. At
some later date, I will produce a converted list using 3G3 (BTRC's universal weapon design
system).