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GURPS MechWarrior

Criado por David Terhune - dterhune@sprint.uccs.edu

      Mech


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).