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GURPS Classic: Vehicles

โœ Scribed by David L. Pulver


Publisher
Steve Jackson Games Incorporated
Tongue
English
Leaves
211
Category
Library

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โœฆ Synopsis


http://www.sjgames.com/gurps/books/Vehicles/

โœฆ Table of Contents


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 โ€“ 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 โ€“ 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 โ€“ CHEM (TL6)
Bursting Rounds โ€“ More CHEM
Bursting Rounds โ€“ 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 โ€“ Cube Roots
Appendix II โ€“ 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 โ€“ On the Ground
Bad Visibility Control Roll Modifiers
Special Movement Rules
Movement On the Ground โ€“ Special Rules
Control Roll Modifiers โ€“ In the Water
Control Roll Modifiers โ€“ In the Air
Riding Outside Vehicles
GLOC
Movement On or Under Water โ€“ 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 โ€“ Special Rules
Vehicular Body Combat
Super Strength vs. Vehicles
Bursting Class โ€“ CHEM Rounds
Unguided Missiles
Guided Missiles
Bursting Class โ€“ Submunitions
Homing Missiles
Bursting Class โ€“ Special Types
Unguided Torpedoes
Beam Weapons โ€“ 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 โ€“ Cheap, Fine
and Very Fine Vehicles
Campaign Technology
Bibliography
Index

โœฆ Subjects


GURPS


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