® ™ ™ GAMES

JACKSON

FROM CHARIOTS TO CYBERTANKS . . . AND BEYOND! FROM CHARIOTS TO

FROM CHARIOTS TO CYBERTANKS . . . AND BEYOND! FROM CHARIOTS TO

By David Pulver SECOND EDITION

By David Pulver SECOND EDITION

GURPS STEVE

GURPS VEHICLES STEVE JACKSON GAMES G From rowboats to racing cars, balloons to battlesuits, trains to U

teleporters – if you can dream it R up, you can design it with GURPS Vehicles. P This massive book contains S everything GMs and players need V to build any vehicle, whether it

drives, floats or flies to the stars. E H This all-new Second Edition includes: I

A streamlined C vehicle design L

process, with more E

options, features S and accessories at every step. You choose the level of complexity you want – as simple as a bicycle or as detailed as a starship. And it’s all compatible with GURPS Robots! You can outfit your vehicle with any S weapon from the past, present or future . . . T E

or use the detailed weapon design system to build V

your own ideas – mechanical artillery, guns, bombs, E missiles, rockets, mines, liquid projectors, or beams. J

Eleven fully-designed vehicles ready to take to the road . . . the seas . . . A the sky . . . or deep into space . . . C K And the only worksheet you’ll need is a piece of paper! S O

Written by David L. Pulver N ISBN 1-55634-325-6 Edited by Sean Punch and G Susan Pinsonneault A Cover by John Zeleznik 9!BMF@JA:RSRQTSoYjZ]ZiZdZ` M E ® Illustrated by John Hartwell and Dan Smith S Printed in the SJG02495 6505 U.S.A. STEVE JACKSON GAMES By David L. Pulver Edited by Sean Punch and Susan Pinsonneault Cover by John Zeleznik Illustrated by John Hartwell and Dan Smith GURPS System Design by Steve Jackson Alain H. Dawson, Managing Editor Sean Punch, GURPS Line Editor Page Layout and Typography by Jeff Koke, Richard Meaden, and Bruce Popky Interior and Color Production by Bruce Popky Production Assistance by Lillian Butler and Alex Fernandez Michael Bowman, GURPS Errata Coordinator Print Buying by Russell Godwin Art Direction by Bruce Popky Ross Jepson, Sales Manager

Special thanks to John Nowak and M.A. Lloyd for additional rules material and reality checking, and to Tim Carroll for tireless playtesting and enthusiastic support. Playtesters: Kirby Arinder, Tom Balevre, Sean Barrett, Chuck Bennett, Chuck Birle, Drew Bittner, Richard Blum, Christopher J. Burke, C.J. Carella, Lee Carlsen, Harold Carmer, Tim Carroll, Mark Darrah, John Dees, Julio Diaz, Peter Donald, Pam Dotson, Geoffrey Fagan, Shawn Fisher, E.J. Ford, Ben Fornshell, Emily Fornshell, Michael Fox, John L. Freiler, David Fross, Jeff Gaines, Russell Grieshop, Steve Hammond, David Haren, Josh Heitzman, James Jeffers, Hunter Johnson, James Jones, Spike Y Jones, Troy Leaman, Amelia A. Lewis, M. A. Lloyd, Tim Keating, Chip Mahalak, Scott Paul Maykrantz, Chris W. McCubbin, Tim McGauhy, Jasper Merendino, Walter Milliken, Clark Moore, John Nowak, Larry Nutt, Glen Owens, Trey Palmer, John Perault, David Polk, David Pulver Sr., Peggy Pulver, Tim Pulver, Dean Raat, Tracy Ratcliff, Tony Ridlon, S. John Ross, Michael J. Scott, John Sgammato, Craig Sheeley, Brett Slocum, Blake Sorensen, Lowell Stouder, Christopher B. Thrash, Dave Van Cleef, Greg Ventura, Michael Wallace, Dennis L. Weight, Bolie Williams IV, Todd A. Woods, and Steven T. Zieger.

GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS Vehicles, Pyramid and Illuminati Online and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Vehicles is copyright © 1996, 1998, 2000 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A.

ISBN 1-55634-325-6 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES INTRODUCTION ...... 4 2. PROPULSION AND LIFT SYSTEMS . . .28 Other Sensors ...... 54 Power Plants ...... 82 Sonobuoys and Other Muscle Engines ...... 82 Conventions ...... 4 Part I: Propulsion Systems . . . .28 Remote Sensors ...... 55 Steam Engines ...... 82 About GURPS ...... 4 Harnessed Animal Scientific Sensors ...... 55 Internal Combustion Propulsion ...... 29 Audiovisual Systems . . . .56 Engines ...... 83 1. VEHICLE DESIGN ...... 5 Rowing ...... 29 Navigation Systems ...... 56 Gas and MHD Turbines . .84 Sails ...... 30 Part I: Subassemblies ...... 6 Targeting Systems ...... 58 Fuel Cells ...... 85 Lightsails ...... 31 Electronic Countermeasures . .59 Nuclear, Antimatter and A. Motive Subassemblies .6 Wheeled, Tracked, Leg and B. Flight Subassemblies . . .7 Computers ...... 60 Mass-Conversion Flexibody Drivetrains . .31 Software ...... 62 Reactors ...... 85 C. Structural Paddle Wheels, Hydrojets, Subassemblies ...... 9 Neural Interface Systems . . . . .64 Exotic Power Plants . . . . .86 Screw Propellers and Psionic Technology . . . . .64 Energy Banks ...... 87 Part II: Body Features ...... 10 MHD Tunnels ...... 32 A. Water Vehicle Fuel ...... 88 Aerial Propellers and 5. MISCELLANEOUS EQUIPMENT ...... 65 Coal, Wood and Features ...... 10 Ducted Fans ...... 33 B. Streamlining ...... 11 Fuel Bunkers ...... 88 Helicopter Drivetrains . . .33 Robot Arms and Fuel Tanks ...... 88 C. Slope ...... 11 Ornithopter Drivetrains . .34 Arm Motors ...... 65 Part III: Components ...... 12 Types of Liquid Fuel . . . .89 Reaction Engines ...... 34 Fire Extinguishers ...... 65 Antimatter Fuel Bays . . . .90 A. Propulsion ...... 12 Reactionless Thrusters . . .38 Bilge Pumps ...... 66 B. Aerostatic Lift ...... 12 Magnetic Levitation Labs and Workshops ...... 66 8. SURFACE AND EXTERNAL FEATURES . .91 C. Built-In Weaponry . . .12 (Mag-Lev, TL7) ...... 38 Heavy Equipment ...... 66 D. Instruments and Stardrives ...... 39 Emergency and Medical Concealment and Electronics ...... 13 Parachronic Conveyers . .40 Equipment ...... 68 Stealth Features ...... 91 E. Arm Motors ...... 14 Part II: Aerostatic Lift Entertainment Facilities ...... 68 Defensive Surface F. Miscellaneous Systems ...... 40 Vehicle Access ...... 69 Features ...... 92 Components ...... 14 Lighter-than-Air Teleport Projectors Force Field Grids ...... 93 G. Manned and Unmanned Gas (TL5) ...... 40 (TL16) ...... 69 Rams, Wheelblades, Vehicles ...... 14 Lift Fans and Security and Dirty Tricks Plows and Bulldozers . .94 H. Power Systems ...... 14 Engines (TL3) ...... 40 Equipment ...... 70 Top Decks ...... 94 I. Fuel ...... 14 Hoverfans (TL7) ...... 41 Vehicle Storage ...... 70 Hardpoints ...... 94 J. Access, Cargo and Contragrav Landing Aids ...... 71 Convertible Top Features 95 Empty Space ...... 14 Generators (TL12) . . . .41 Fuel Transfer and Processing Special Tires ...... 95 Part IV: Volume and Structure . .15 Levitation (Special) . . . . .41 Equipment ...... 71 Hitches and Pins: Pulling Volume of Body and Screen Generators (TL9) . . . . .72 Other Vehicles ...... 95 Subassemblies ...... 15 3. ARMAMENTS ...... 42 Modular Sockets ...... 72 Sidecars ...... 96 Surface Area ...... 17 Solar Cells ...... 96 Structures ...... 18 Weapon Accessories ...... 45 6. CREW AND PASSENGERS ...... 73 Hit Points ...... 20 9. WEAPONRY ...... 97 Special Structural 4. INSTRUMENTS AND ELECTRONICS . . .47 Maneuver Controls . . . . .73 Options ...... 20 Crew Stations ...... 73 Mechanical Artillery ...... 97 Part V: Surface Features . . . . .21 Communication Systems . . . . .47 Occupancy ...... 75 Real-World Weapons . . . .97 A. Armor ...... 21 Communicators (TL6) . . .47 Crew Requirements . . . . .75 Expressing Dice of B. Waterproofing and Headlights and Searchlights . .49 Accommodations ...... 76 Damage ...... 97 Sealing ...... 24 Sensors ...... 49 Environmental Systems ...... 77 Statistics for Mechanical C. Other Surface and Visual Augmentation Provisions ...... 78 Artillery ...... 98 External Features . . .24 Systems (VAS) ...... 50 Artificial Gravity ...... 78 Direct vs. Indirect Fire . . .98 D. Vision – An Optional Extendable Sensor Safety Equipment ...... 79 What Bore Size Do I Rule ...... 25 Periscopes ...... 51 Appendix – Battlesuit Need? ...... 98 Statistics ...... 25 Radar (late TL6) and Systems ...... 80 How Long Is My Barrel? .99 Appendix ...... 27 Ladar (TL8) ...... 51 One-Shot Railguns ...... 99 Component Armor ...... 27 Sonar ...... 52 7. POWER AND FUEL ...... 81 GURPS Space Firepower Ruggedized Components . .27 Thermal and Passive Ratings ...... 99 Small Details ...... 27 Electromagnetic Power Systems ...... 81 Gun Design ...... 100 Railroad Tracks ...... 27 Imaging Sensors ...... 53 Jet Engines and Power . . .81

Contents 2

SJ GAMES -- June 1996 GURPS Vehicles (G-0413) Cheap Vehicular 11. SAMPLE VEHICLES ...... 139 Variable-Sweep Wings . .160 Armor and Explosive-Type Weapons ...... 100 The Dogfight ...... 161 Damage ...... 184 Fine and Very Fine Roundship (TL3) ...... 139 Ejecting ...... 161 Fire and Explosion . . . .184 Weapons ...... 100 Jeep (TL6) ...... 139 Dusting and Toasting . . .163 Special Situations ...... 185 Ammunition in Combat .100 Transport Aircraft (TL6) . .140 Space Travel ...... 164 Ground Combat ...... 185 Kinetic-Energy-Class Family Car (TL7) ...... 140 Ground-to-Space Anti-Aircraft and Aerial Ammunition ...... 100 Motorboat (TL7) ...... 140 Capability ...... 164 Combat ...... 185 Gun Statistics ...... 103 Motorcycle (TL7) . . . . .140 Control Rolls for Airships Naval Combat ...... 186 Explosive-Class Main Battle Tank (TL7) . .141 and Large Watercraft . .165 Ammunition Explosions . .186 Ammunition ...... 103 Utility Helicopter (TL7) . .141 Battlesuits at Low Speed . .165 Antimatter and Shaped-Charge-Class V/STOL Fighter-Bomber Extreme Environments . .165 Nuclear Power Ammunition ...... 104 (TL7) ...... 142 Damaging Buildings ...... 166 Plant Explosions . . . . .186 Bursting Rounds – Scout Ship (TL10) . . . . .142 Space Combat ...... 187 CHEM (TL6) ...... 104 13. SIGHTING AND DETECTION ...... 168 Nuclear Weapons ...... 187 Bursting Rounds – 12. VEHICLE ACTION ...... 143 Ammunition – Special Rules . .188 More CHEM ...... 105 Electronic Sensing ...... 168 Vehicular Body Routine Travel ...... 143 Expanded Speed/Range Bursting Rounds – Sub- Basic Vehicle Movement . . . .143 Combat ...... 188 munition Warheads . . .106 Table ...... 168 Super Strength vs. Vehicle Operation Skills 143 Bearing ...... 168 Nuclear Weapons ...... 108 Advanced Vehicle Movement 144 Vehicles ...... 188 Approximate Size ...... 169 Tactical and Strategic Moving the Vehicle . . . .146 Bursting Class – CHEM Active Sonar Modifiers . .169 Nukes ...... 109 Maneuvering ...... 146 Rounds ...... 190 Infrared and Thermograph Other Ammunition . . . . .110 Maintenance, Breakdowns Unguided Missiles . . . . .192 Modifiers ...... 169 Micronuke Warheads and Repairs ...... 146 Guided Missiles ...... 192 Passive Radar Modifiers . .170 (TL9) ...... 110 Ground Vehicle Bursting Class – Radar and Imaging Radar Advanced Conventional Breakdowns ...... 147 Submunitions ...... 192 Modifiers ...... 171 Guns ...... 110 Repairing Damaged Homing Missiles ...... 193 Ladar Modifiers ...... 171 Optional Missile Rules . .111 Vehicles ...... 147 Bursting Class – Special Passive Sonar Detection . .172 Launcher, Torpedo and Missile Control Rolls ...... 148 Types ...... 194 MAD Modifiers ...... 172 Design ...... 113 Crew Actions and Crew Unguided Torpedoes . . .196 Vision: The Mk. 1 Torpedo and Missile Stations ...... 148 Beam Weapons – Damage Eyeball ...... 173 Design ...... 113 Vehicle Statistics ...... 149 Effects ...... 196 Geophone Modifiers . . .173 Bombs ...... 113 Abstract Advanced Illuminating Targets . . .196 Gravscanners ...... 173 Carrying Bombs ...... 114 Movement ...... 150 Exotic Missile Abilities . .197 Multiscanner Modifiers . .174 Bombing ...... 114 Change of Top Speed . . .150 Detecting and Shooting at Force Screens and Mines ...... 115 G-Forces and Realism . .151 Missiles ...... 197 Detection ...... 174 Naval Minesweeping . . .116 Control Roll Modifiers Land Mines ...... 116 – On the Ground . . . . .151 15. VEHICLES IN THE CAMPAIGN . . . . .198 Missile and Torpedo 14. COMBAT ...... 175 Bad Visibility Control Roll Using GURPS Vehicles . . . . .198 Statistics ...... 118 Modifiers ...... 151 Angle of Fire ...... 175 Liquid Projector Design . .118 Sensitive and Secret Special Movement Rules . . . .152 Gunner Specializations . .175 Technology ...... 198 Launcher Design ...... 120 Movement On the Ground Hit Location ...... 177 Statistics for Launchers .121 Making Lemons ...... 198 – Special Rules ...... 152 Vehicular Combat Unusual Water Cannon Acquiring Vehicles ...... 199 Control Roll Modifiers Modifiers ...... 177 Ammo ...... 122 Black-Market – In the Water ...... 152 Option: Loaders and FTL Beams (TL?) ...... Weapons ...... 200 122 Control Roll Modifiers Rate of Fire ...... 178 Beam Weapon Design ...... 123 Salvage ...... 200 – In the Air ...... 152 Smoke from Black Blue-Green Lasers . . . . . Building Vehicles . . . . .201 123 Riding Outside Vehicles .153 Powder ...... 178 Hand-Held Weapons . . . Fatigue and Magic . . . . .201 123 GLOC ...... 153 Broadsides ...... 178 Statistics ...... 124 GURPS Robots and Movement On or Under Indirect Fire ...... 179 Accessories for Hand-Held GURPS Vehicles . . . . .201 Water – Special Rules . .154 Indirect Fire with Weapons ...... 127 Super-Vehicles ...... 203 Flying Movement ...... 155 CLGP ...... 181 Enchanted Vehicles ...... 203 10. PERFORMANCE ...... 128 GLOC Effects ...... 155 Damage Modifiers vs. Flesh Personal Equipment . . . .203 Stunts ...... 155 for 10mm or Larger Vehicle Quality – Cheap, Fine Ground Performance . . .128 Collisions ...... 157 Rounds ...... 181 and Very Fine Vehicles . . .204 Water Performance . . . .130 The Chicken Coop . . . . .157 Advanced Damage Campaign Technology ...... 204 Submerged Performance 132 The Narrow Passage . . .157 System ...... 182 Aerial Performance . . . .133 Muscle Power and Damage to Wheels with BIBLIOGRAPHY ...... 205 Mag-Lev Performance . .136 Fatigue ...... 158 Tires ...... 182 Hovercraft Performance . .136 Sails and Wind ...... 158 Melee Attacks Against INDEX ...... 206 Space Performance . . . .136 Staying on the Ground . .159 Vehicles ...... 182 Recording Vehicle Statistics .137 The Sound Barrier . . . . .159 Optional Combat Rules . .182 Appendix I – Cube Roots . . .138 Dogfighting Combat ...... 160 Defense of Occupants . .183 Appendix II – GURPS Space: Initial Contact ...... 160 Vehicle Critical Hit Defense Factors ...... 138 High Altitudes ...... 160 Table ...... 184

3 Contents GURPS Vehicles is a generic construction kit for designing almost any type of conveyance, About GURPS from rowboats to antimatter-powered grav tanks. This second edition of GURPS Vehicles offers an Steve Jackson Games is committed to easier-to-use design sequence and many new options, including detailed rules for building spacecraft full support of the GURPS line. Our address and locomotives, as well as a comprehensive weapon design system. is SJ Games, Box 18957, Austin, TX 78760. GURPS Vehicles is designed to build a vehicle from the ground up, allowing maximum versa- Please include a self-addressed, stamped tility by not restricting designers to specific hull or vehicle types. While GURPS Vehicles will let envelope (SASE) any time you write us! you design cars and airplanes, it will also let you create very exotic craft: Want a combination Resources now available include: submarine-helicopter? You can build it . . . Pyramid. Our online magazine includes new rules and articles for GURPS. It also covers all the hobby’s top games – AD&D, Conventions Traveller, World of Darkness, Call of The following conventions are used throughout this book: Cthulhu, Shadowrun and many more – and other SJ Games releases like In Nomine, INWO, Car Wars, Toon, Ogre Miniatures Abbreviations for Units and more. And Pyramid subscribers also The following abbreviations are not standard, have access to playtest files online, to see but are used to save space: (and comment on) new books before they’re “cf” (instead of “cu. ft.”) for “cubic foot” released. “cy” (instead of “cu. yd. ”) for “cubic yard” New supplements and adventures. “sf” (instead of “sq. ft.”) for “square foot” GURPS continues to grow, and we’ll be happy to let you know what’s new. A cur- rent catalog is available for an SASE. Or Metric and Other Conversions check out our Web site (below). 1 cubic yard = 27 cubic feet Errata. Everyone makes mistakes, 1 cubic foot = 7.481 US gallons = 28.317 liters including us – but we do our best to fix our 1 litre = 0.264 US gallons errors. Up-to-date errata sheets for all 1 displacement ton = 35 cubic feet GURPS releases, including this book, are 1 ton = 2,000 pounds always available from SJ Games; be sure to 1 pound = 0.4536 kilograms include an SASE with your request. Or download them from the Web – see below. 1 Astronomical Unit (AU) = 93 million miles Q&A. We do our best to answer any 2 mph = (approx.) Speed or Move of 1 game question accompanied by an SASE. 1 kph = 0.621 mph Gamer input. We value your comments. 1 knot = 1.15 mph We will consider them, not only for new 1 gravity (g) = 10.7 yd/s/s = 21.9 mph/s products, but also when we update this book 1 horsepower = 0.746 kilowatts (kW) on later printings! 1 kilowatt-hour = 3,600 kilowatt-seconds (kWs) (kilojoules) Internet. Visit us on the World Wide Web at www.sjgames.com for an online Constants and Equivalents catalog, errata and updates, and hundreds of pages of information. We also have confer- The following equalities are assumed: ences on Compuserve and America Online. Speed of light in vacuum = 328,000,000 yd/s GURPS has its own Usenet group, too: 1 inch of unsloped hard steel armor = DR 70 rec.games.frp.. An “E” power cell holds 360,000 kilowatt-seconds at TL8 GURPSnet. Much of the online discus- sion of GURPS happens on this e-mail list. Calculations To join, send mail to [email protected] with “subscribe GURPSnet-L” in the body, There are lot of calculations in the vehicle design rules; a calculator is recommended! Two or point your World Wide Web browser to points of order: www.io.com/~ftp/GURPSnet/www/. Fractions and Rounding: Fractional hit points, DR, PD, DF, SR and crew requirements are round- ed up to the next whole number (e.g., DR 7.5 becomes DR 8); values less than 0.5 are dropped to 0. In Page References all other cases, retain fractions – but you can round them off to two decimal places (e.g., 20.1234 References to the GURPS Basic Set, Third becomes 20.12) if desired. Any exceptions to these rounding conventions are noted in the text. Edition Revised begin with a B – e.g., p. B121 Cube Roots: A few of the formulas used for watercraft performance require cube roots to be cal- is page 121 of that edition. culated. In the event your calculator or spreadsheet lacks a cube root function, we’ve included a sim- Similarly, CI refers to GURPS Com- plified cube root table in the appendix to the Performance chapter (p. 138). pendium I: Character Creation; HT means GURPS High-Tech, Second Ed.; S means About the Author GURPS Space, Second Ed.; SU means GURPS Supers, Second Ed.; UT means GURPS Ultra- David L. Pulver is a writer and game designer based in Kingston, Ontario. He is the author of Tech, Second Ed.; M refers to GURPS Magic, GURPS Ultra-Tech, Psionics and Robots, and the “Phoenix Sector” in Space Atlas 4, as well as Second Ed.; RO points to GURPS Robots; P many GURPS adventures. He has also written game supplements for other companies, including Glory signals GURPS Psionics and TT to GURPS of Rome and The Complete Druid (TSR) and Indiana Jones and the Rising Sun (West End Games). Time Travel. Besides gaming, David’s interests include science fiction, military history and Japanese animation.

INTRODUCTION 4 E X A The Kitty Hawk is built at late TL7, but has a few M TL13 components salvaged from a wrecked UFO. P L E Concept Next, come up with a general concept of the vehicle. What’s it for? What should it look like? The most basic concepts are: Ground Vehicle (TL0): A vehicle designed to move in contact with the ground or another solid surface, such as a car, locomotive or tank. Water Vehicle (TL0): A watercraft; a vehicle designed to float on water or another liquid, such as a boat or ship. Underwater Vehicle (TL5): A watercraft that can swim while totally submerged in liquid – a submarine. Air Vehicle (TL5): An aircraft; a vehicle designed to fly in an atmos- phere, such as a balloon or airplane. Space Vehicle (TL7): A spacecraft; a vehicle designed to fly beyond an atmosphere. Hovercraft (TL7): A vehicle that uses hover fans to maintain an air cushion and achieve lift, and as such is capable of skimming over ground or water at altitudes of a few feet. Also called an air cushion vehicle (ACV) or ground-effect vehicle (GEV). A vehicle can combine one or more of these concepts. For instance, most airplanes are a combination of aircraft and ground vehicles (taxiing on a runway), and seaplanes are combination watercraft and air vehicles.

E The Kitty Hawk is a combination aircraft, water vehi- X cle, ground vehicle and submarine: an “omnimobile.” A It’s supposed to resemble an ordinary automobile, but M with special features that enable it to fly and swim in or P This book provides a comprehensive metasystem for creating nearly under water. L any type of vehicle. A vehicle is designed by choosing the major sub- E assemblies (like wheels or wings or turrets) it will have, along with any body features like streamlining. Next, components that go into it such as propulsion systems, weapons, seats and power systems are selected and placed within the body or subassemblies. Then the volume of the body and each subassembly is determined, and the size, weight and cost of the Part I: Subassemblies structure needed to contain and support these components is calculated. Surface features like armor are layered over the vehicle. Last of all, the Every vehicle has a main body. But many vehicles have subassem- vehicle’s statistics are determined. blies attached to their bodies, such as wheels, wings or turrets. At this Create vehicles by following the steps outlined in this chapter, and stage, choose which subassemblies, if any, the vehicle has. referring to other chapters as directed, recording all the design features as Subassemblies are broken down into three broad categories: motive they are chosen. subassemblies (like wheels or legs), flight subassemblies (like wings or rotors) and structures (like turrets or arms). E X A. Motive Subassemblies A To demonstrate how the system works, we’ll build M If the vehicle will have skids, wheels, tracks, halftracks, skitracks or Captain Morgan’s Kitty Hawk, an “omnimobile” intended legs for moving on the ground, pick one or more of these subassemblies P for a modern-day super agent campaign. and refer to the appropriate section below; otherwise skip ahead to B. L Flight Subassemblies, on p. 7. A ground vehicle will normally have a E motive subassembly; the only way a vehicle can travel in contact with the ground without one is to install a flexibody drivetrain (covered later, Tech Level in the Propulsion and Lift Systems chapter) and slither like a snake. First, decide what tech level the vehicle will be built at – this may be If a motive subassembly is desired, refer to each one’s description anything from TL 0 (Stone Age) to TL16 (super science). below for its available TLs, capabilities and any other design decisions The various components and technologies that can be used in a vehi- that need to be made (e.g., if a wheeled subassembly is chosen, there are cle are rated for the TL at which they first appear. several subtypes available). Occasionally, a historical tech level may be prefixed with “early,” E referring to the first half of the period covered in the tech level, or “late” X indicating that availability limited to the latter half of that tech level. If no A tech level is listed for a component, it is assumed to be available at any The Kitty Hawk will have wheels. M TL. A vehicle can normally only be built with technologies and compo- P nents from its own or a lower TL, unless some source of higher-TL parts L is available, or the designer has the Gadgeteer advantage. E Vehicle Design 6

SJ GAMES -- June 1996 GURPS Vehicles(G-0413) Fission Rockets (late TL7): These utilize a built-in fission reactor The Kitty Hawk has a jet engine. We consider optimized to heat reaction mass and expel it to produce thrust. They are adding two engines for safety, but decide on only one heavy and expensive, but offer more thrust than ion drives. Their E to save space. We use a TL7 turbofan with a mere 500 exhaust is somewhat radioactive. X lbs. of motive thrust. Why not use more? Because we’ve Fusion Rockets (TL9): These rockets incorporate an integral fusion A decided the vehicle will use contragravity to lift it, so reactor that heats reaction mass and expels it to produce thrust. The dis- opti- M we don’t need much thrust. We put the turbofan in the advantage is a very hot (and somewhat radioactive) exhaust. The mized fusion rocket is designed for fuel efficiency at the expense of P body. It weighs (0.2 thrust) + 200 lbs., or 300 lbs. Its × greater weight. L volume is weight/50 cf, or 6 cf. It costs $50 weight, E × Antimatter Thermal Rocket (TL9): This rocket mixes minute quanti- or $15,000. It has no power requirement, but uses 0.03 ties of antimatter with far larger amounts of normal fuel to generate heat gph jet fuel 500 lbs. thrust = 15 gph. × and produce an extremely energetic exhaust. The antimatter rocket is far easier to build (even at low TLs) than an antimatter power plant – the Rocket Engines and Spacedrives only limitation is that antimatter is extremely expensive at TL9. See Antimatter Fuel Bays (p. 90) for rules covering antimatter storage and Rocket engines are reaction engines that do not require air or oxy- failsafes. gen to operate. They can be used for propulsion by aircraft, spacecraft, Antimatter Pion Rockets (TL9): A much more sophisticated space watercraft or underwater vehicles, as well as by ground vehicles that are drive, this system mixes an equal quantity of matter and antimatter equipped with skid or wheels subassemblies. whose mutual annihilation generates energy. Part of this is in the form There are numerous types of rocket engines, from simple solid fuel of pion particles, which are directed by magnetic fields rearward to pro- rockets to antimatter drives. Like jet engines, they are rated for pounds vide thrust. The antimatter drive’s main advantage is that it requires of motive thrust. A vehicle can have multiple rocket engines, and can very little fuel and as such can accelerate for a long time, gradually use more than one type. Many of the TL9+ rocket engines are unlikely building up to a very high velocity. Its disadvantage is that the exhaust to be used if reactionless thrusters are available (p. 38); they are includ- is an intense plume of gamma rays and other radiation thousands of ed for cultures or backgrounds where this technology does not exist. miles long! Antimatter pion rockets usually have some form of sec- The types include: ondary drive for use when maneuvering in close proximity to other Solid Fuel Chemical Rockets (TL3): These are the simplest and ear- ships or space stations. liest type of chemical rockets, in which the fuel is a solid (or putty) at ordinary temperatures. Such rockets have no need for fuel tanks or mov- Rocket engines are rated for their pounds of motive thrust. The ing parts because the casing that holds the fuel is also the combustion more thrust a vehicle has, the faster it will move and accelerate. As with chamber; a solid fuel rocket can be stored with fuel, and launched on a jet engines, vehicles may have more than one rocket engine for added moment’s notice. However, once a solid fuel rocket is started (unlike all safety; each is built individually, but their thrust will add together. other types of rocket), it cannot be shut down. A solid fuel rocket cannot Decide what type of engine the vehicle will use, how many it will be quickly refuelled – replacement of the solid fuel core takes several have, and what each engine’s motive thrust will be. For each engine the hours at a specialized repair shop, and costs 20% of the rocket’s cost. vehicle has, decide on its location and calculate its statistics as shown This means that on manned vehicles, solid fuel rockets are best used as below. Exception: for solid fuel rockets, see p. 37. “boosters” rather than as the main propulsion system. Liquid-Fuel Chemical Rockets (TL6): These are rocket engines that Rocket Engines Table burn a mixture of fuel and oxidizer, and expel the resulting hot gas TL Type Weight Fuel Usage Power exhaust to create thrust. Liquid-fuel rocket engines are quite light- 6 Liquid Fuel Rocket 0.015 thrust 1.5R 0 weight, but they are extremely × 7 Liquid Fuel Rocket 0.012 × thrust 1.25R 0 fuel-thirsty. 8+ Liquid Fuel Rocket 0.01 thrust 1.1R 0 Metal Oxide Rockets × 8+ MOX Rocket 0.025 × thrust 1.08MOX 0 (MOX) (TL8): burn a slurry of 7 Ion Drive (1,000 thrust) + 5 0.0017C 650 metal powder in liquid oxy- × 8+ Ion Drive (200 × thrust) + 5 0.0017C 650 gen. The performance is sub- 7 Fission Rocket (0.325 thrust) + 4,000 0.5W 0 stantially lower than other × 8+ Fission Rocket (0.15 × thrust) + 1,000 0.1W 0 types but they are some- 7+ Orion Engine see p. 37 special 0 times used because fuel 9 Fusion Rocket (0.05 × thrust) + 50 0.02W 0 can be obtained by pro- 9 Optimized Fusion (3,000 th.) + 20,000 0.004H 0 cessing asteroids or × 10+ Fusion Rocket (0.025 × thrust) + 25 0.02W 0 lunar rocks. 10+ Optimized Fusion (300 thrust) + 2,000 0.004H 0 Ion Drives (late × 9 Antimatter Thermal (0.02 × thrust) + 1,000 0.05W/AM 0 TL7): These are very 10+ Antimatter Thermal (0.02 thrust) + 100 0.05W/AM 0 low thrust electri- × 9 Antimatter Pion (1,000 × th.) + 20,000 M/AM 0 cal-acceleration 10+ Antimatter Pion (200 thrust) + 4,000 M/AM 0 propulsion sys- × tems that convert reaction mass Location: The engine may be placed in the body, wing, pod, super- into a stream of structure, or leg. ions (charged Weight: The table shows the weight of the propulsion system (in atoms or pounds) depending on motive thrust and type. molecules), Volume: To find the volume, divide the weight by 50. which acts as a high Cost: To find the cost of the propulsion system, multiply the velocity exhaust. An ion weight by $25 if Liquid Fuel Rocket, or by $100 (any other drive is extremely fuel-efficient, system). but huge amounts of power are needed Power: This is the power consumption per pound of thrust. Systems to generate high thrust. Ion drives are not with 0 power consumption usually convert their fuel into energy, or in practical for taking off from a planet that has any the case of a fission or fusion systems, are self-contained reactors opti- significant gravity, but are better than chemical rockets for mized for propulsion. long, slow interplanetary voyages. Propulsion and Lift Systems 36

SJ GAMES -- June 1996 GURPS Vehicles(G-0413) Nuclear, Antimatter and Mass-Energy Conversion Power Table Soulburner is a generic term for a necromantic machine fuelled by TL Type Weight if output is Cost Years life-force. It does not use normal fuel. Instead, an intelligent, sentient under 5kW 5kW or more being must be placed within it. A soulburner’s victim loses HT every 10 Fission Reactors hours equal to the power output of the soulburner in kW. For example, a 7 Fission Reactor no (8 kW) + 20,000 $200 2 person placed within a 30 kW soulburner loses 30 HT every 10 hours, × or 3 HT per hour. When a victim dies, he must be replaced if the power 8 Fission Reactor no (4×kW) + 4,000 $100 2 9 Fission Reactor no (1 kW) + 1,000 $40 2 plant is to continue operation. Soulburners do not function in no-mana × areas. A vehicular soulburner can be created by a TL1+ mage who 10+ Fission Reactor no (1×kW) + 1,000 $20 2 Radiothermal Generators knows the Enchant, Summon Demon and Steal HT spells; the 6 RTG 1000 kW (200 kW) + 4,000 $5000 14 Soulburner requires 600 energy to create per kW of power output. × × Damage caused by a soulburner heals at the normal healing rate. 7 RTG 300×kW (50×kW) + 1,250 $1000 14 8 RTG 50 kW (10 kW) + 200 $50 14 Regeneration, medicine or Healing spells do not speed recovery. × × Air-Golems (p. M70) can be used to drive muscle engines (p. 82). 9 RTG 20×kW(5×kW) + 75 $50 14 10 RTG 12 kW(2kW) + 50 $50 14 Each air golem is the equivalent of a ST 15 person, thus generating 0.3 × × kW of power. 11+ RTG 6×kW(1×kW) + 25 $50 14 Nuclear Power Units Elemental Furnaces (also called “infernal combustion engines”) are magical steam engines using bound fire and air (for combustion) ele- 8 NPU no (8×kW) + 200 $200 0.5 9 NPU 12 kW (2 kW) + 50 $200 1 mentals. An elemental furnace functions like a TL5 steam engine, × × except that it can be built by any TL4 blacksmith working with a mage 10 NPU 6×kW (1×kW) + 25 $200 2 11 NPU 4 kW (0.4 kW) + 18 $200 5 and requires no fuel. It requires a mage with the Fireproof, Air Golem, × × Control and Summon Fire Elemental and Control and Summon Air 12+ NPU 2×kW (0.2×kW) + 9 $200 10 Fusion Reactors Elemental spells to create it, costing 300 energy per kW of power out- put. Also, any ordinary, TL5+ steam engine may be “elemental- 9 Fusion Reactor no (1×kW) + 20,000 $200 200 10 Fusion Reactor no (0.2 kW) + 2,000 $50 200 enhanced” with a bound fire elemental to provide extra control. The air × spells are not needed and energy cost is halved; elemental enhancement 11+ Fusion Reactor no (0.2×kW) + 2,000 $25 200 Antimatter Reactors adds 100% to the engine’s power output. Mana Engines are technomagic devices that gather ambient magical 11 Antimatter Reactor no (0.1×kW) + 4,000 $20 2.5 12 Antimatter Reactor no (0.05 kW) + 2,000 $20 5 energy (in the same way a mana organ does in a magical creature) and × transform it into electrical power. They do not require fuel, but do not 13 Antimatter Reactor no 0.05×kW $20 5 Total Conversion function in no-mana zones. To create a mana engine requires a variant of the Powerstone spell cast on a rune-carved copper or silver metal 14 Total Conversion no 0.02×kW $30 infinite 16 Cosmic Power Plant 1 kW (0.01 kW) + 4.95 $2 infinite sphere or block, which then produces a controllable amount of electrical × × power. The energy cost is 100 per kW of power output. The spell’s pre- Location: These power plants can go in the body, pods, or wings. requisite is the Power spell. Weight: Calculate the weight of the power plant as shown on the table above, based on output. Note that there are two columns, one for power plants with outputs under 5 kW, the other for larger power plants. A “no” in the under 5 kW column means a power plant cannot be built with less than 5 kW output. Volume: Divide weight by 50 to find volume in cf except for NPUs or RTGs; for those, divide the weight by 100. Cost: This is the cost per pound of power plant weight. Some power plants have minimum or extra costs. There is an extra cost for the reac- tor core of some systems: TL7 fission ($400,000), TL8 fission ($200,000), TL9 fission ($40,000), TL9 fusion ($1,000,000), TL10 fusion ($200,000), TL11 fusion ($100,000); TL11 antimatter ($200,000), TL12 antimatter ($100,000). There is also a minimum cost: all systems except RTGs have a minimum cost of $20,000; RTGs have a minimum cost of $2,000. Years: This is the number of years the power plant can operate for using its internal built-in fuel supply. Total conversion power plants have a negligible fuel requirement and can operate indefinitely on minute amounts of matter. Exotic Power Plants These power plants are primarily intended for use in fantasy, science fantasy, supers or horror games. Bioconvertors are bio-mechanical machines living inside the vehi- cle, eating food and producing bioelectrical or mechanical energy. They generate energy using food and atmospheric oxygen, and have a “mouth” into which water and food (anything biological) must be placed. All bioconvertors require 1 gallon of water per kW of output per day. Herbivore bioconvertors also eat ten pounds per day of any plant material per kW. Carnivore bioconvertors require two pounds of meat per day per kW. Omnivore bioconvertors require either meat or plant material. Finally, the Vampire bioconvertor requires 1 gallon of blood per kW per day. (An average human body has 1.5 gallons of blood.) It would require TL10 genetic engineering to build them, but wizards or alien cultures with advanced biotechnology might create them at much lower TLs, perhaps by breeding exotic animals. Power and Fuel 86

SJ GAMES -- June 1996 GURPS Vehicles(G-0413) Occupancy: Short. Passengers: One. Crew: Driver. Accom- Defensive Surface Features: Sealed. modations: Cycle seat. Vision: Poor. Details: Headlights, no windows, hatches instead of Power Plant: TL7 30 kW standard gasoline engine (HP 14, uses 1.2 doors. gph gasoline). TL7 lead-acid battery, stores 1,000 kWs (HP 2) for lights, Statistics: Empty weight 118,215.9 lbs. Usual payload 1,740 lbs. etc. Loaded weight 125,885.9 lbs. (62.94 tons). Volume 1,601.96 cf. Size Fuel: Standard 5 gallon tank (HP 5, fire +0). 5 gallons gasoline (fire modifier +5. Price $2,125,543.30. HT 10. 11). 4.17 hours engine fuel. Ground Performance: Speed 55 mph. gAccel 3 mph./s gDecel 20 Access, Cargo and Empty Space: 7.5 cf empty space. mph/s. gMR 0.5. gSR 7. Low GP. 2/3 off-road speed. Volume: Body 13.35 cf, wheels 1.335 cf. Surface Area: Body 40, wheels 8, total 48. Utility Helicopter (TL7) Structure: Cheap. Armor: None. Hit Points: Body 60, wheels 12 each. A general-purpose transport helicopter. This kind will still be used Statistics: Empty weight 722 lbs. Usual payload 400 lbs. Loaded in TL8 by civilian and military groups that can’t afford newer hardware. weight 1,152 lbs. (0.58 tons). Volume 14.685 cf. Size modifier +1. Price Subassemblies: Skids (two), TTR rotor. $2,975. HT 12. Propulsion: 1,050 kW TTR helicopter drivetrain with 1,680 lbs. Ground Performance: Speed 115 mph. gAccel 5 mph/s. gDecel 10 thrust, 10,500 lbs. lift (HP 30, 1,050 kW). mph/s. gMR 1.5. gSR 2. High GP. 1/6 off-road speed. Instruments and Electronics: Communicator with long (300-mile) range (HP 4, 0.04 kW). Controls: Mechanical. Crew stations: “Pilot” runs controls, commu- Main Battle Tank (TL7) nicator from normal crew station. This is a modern, Western-design main battle tank like the German Occupancy: Short. Passengers: 13. Crew: Pilot. Accommodations: Leopard II or the U.S. Army’s M1 Abrams. One normal seat. 12 cramped seats Safety Systems: Seat belts. Subassemblies: Tracks, turret (full rotation, on body), two open Power Plant: TL7 1,050 kW HP gas turbine (HP 50, uses 73.5 gph mounts (#1 and #2, limited rotation, on turret). jet fuel). Powers drivetrain. TL7 3,600 kWs advanced battery (HP 2). Body Features: Slope on body: front 60 degrees. Slope on turret: Powers communicator. front 60 degrees, right 30 degrees, left 30 degrees. Fuel: Light 220 gallon tank (HP 75, fire +1). 220 gallons jet fuel Propulsion: Tracked drivetrain with 1,100 kW motive power (HP (fire 14). Three hours fuel for gas turbine. 125, 1,100 kW). Access, Cargo and Empty Space: 32.3 cf access space. 30 cf cargo Weaponry: TL7 120mm tank gun (TuF, HP 125). 7.62mm GMPG space. 1.82 cf empty space. (TuF, HP 3). 12.7mm HMG (Om1F, HP 8). 7.62mm GMPG (Om2F, Volumes: Bo (430 cf). Ro (8.6 cf). Skd (21.5 cf). Areas: Bo 400, Ro HP 3). 40 120mm shots (Tu, HP 50). 1,000 solid 12.7mm HMG 81, Skd 50. Total area 531. × × Structure: Light frame, standard materials. shots (Tu, HP 10). 12,000 × 7.62mm shots (Tu, HP 17). Weapon Accessories: Tank gun and turreted 7.62mm GMPG are Hit Points: Body 300, rotary wing 122, skids 38. linked. Anti-blast magazine for 120mm shots (Tu). Full stabilization for Structural Options: Folding rotors. tank gun (Tu, HPs 27), 7.62mm GMPG (Tu, HP 1). Armor: Overall PD 3, DR 5 std. metal. Instruments and Electronics: Two communicators, medium range Vision: Fair. (30 mi, Tu, HP 1 each) with scramblers. Light amplification (HP 1). Statistics: Empty Weight 4,995.65 lbs. Usual payload 3,400 lbs. Thermograph with 2 mi. range, scan 13 (Tu, HP 3). Military GPS (HP Loaded weight 9,825.65 lbs. (4.91 tons). Volume 460.1 cf. Size modifi- 2). Laser rangefinder, 5 mi. range (Tu, HP 3). Minicomputer, hardened, er +4. Price $207,688.75. HT 11. dedicated to Targeting program (Tu, HP 7, comp. 2, +2 Gunner skill). Air Performance: Stall speed 0, can fly. Aerial motive thrust 1,680 Miscellaneous: Fire suppression system (HP 16). lbs. Aerodynamic drag 531. Speed 155 mph. aAccel 2.5 mph/s. aMR 4, Controls: Mechanical. Crew stations: “Driver” runs controls, light aSR 2, aDecel 16 mph/s. amp., one communicator from normal crew station. “Commander” runs GPS, thermograph, other communicator, 12.7mm HMG from normal crew station (Tu). “Gunner” runs 120mm gun, turret 7.62mm GMPG, computer, laser rangefinder from normal crew station (Tu). “Loader” runs 7.62mm GMPG in open mount from normal crew station (Tu). Occupancy: Short. Passengers: None. Crew: Driver, Gunner, Loader, Commander. Loader loads 120mm gun when not firing GMPG. Environmental Systems: NBC Kit for four people (Tu, HP 10, 1 kW). Power: 1,118 kW ruggedized standard gas turbine (HP 200, uses 67.08 gph diesel fuel). Powers all systems. Fuel: Self-sealing 500 gallon tank (HP 125, fire -1). 500 gallons diesel fuel (fire 8). 7.45 hours fuel for power plant. Access, Cargo and Empty Space: 157.88 cf access space. 27 cf cargo space (Bo). 20 cf cargo space (Tu). Empty space (Bo 68.12 cf; Tu 15.328 cf). Volumes: Om1 (1.606 cf). Om 2 (0.352 cf). Tu (400 cf). Body (750 cf). Tr (450 cf). Surface Area: Om1 9, Om2 3, Tu 400, Bo 500, Tr 400. Total area 1,312. Structural area 1,300. Structure: Extra-heavy. Hit Points: Om1 18, Om2 6, Tu 2,400, Tr 1,200 each, Bo 3,000. Structural Options: Heavy compartmentalization for body and tur- ret. Improved suspension. Body Armor: F PD 6, DR 1,680 exp. laminate. R,L,B: PD 4, DR 140 std. laminate. T, U: PD 4, DR 90 std. metal. Turret Armor: F: PD 6, DR 1,500 exp. laminate. R,L: PD 5, DR 200 std. laminate. B: PD 4, DR 200 std. laminate. T: PD 4, DR 120 std. metal. Tracks Armor: PD 4, DR 30 std. metal; tread skirts with extra DR 70 std. metal. Combined armor is PD 4, DR 100 if tread skirts success- fully protect, PD 4, DR 30 if they do not. 141 Sample Vehicles

SJ GAMES -- June 1996 GURPS Vehicles(G-0413) A battered Kitty Hawk landed beside Cassidy’s hanger. Morgan jumped out. She seemed tired but unhurt, and inordinately pleased with herself. They hugged quickly, then pulled apart. “Armageddon postponed, Captain?” Cassidy asked. “The cause of light triumphs again,” Morgan sighed, leaning back against the hood. “She of Sensitive and Secret the Seven Eyes is in the trunk.” “But you got tagged,” Cassidy observed. He pointed to a huge dent near the front fender. Technology “What did that, a 25mm cannon round?” When PCs wish to build vehicles, GMs “You should see the other guys.” Morgan grinned evilly. “Harriers zip, Kitty Hawk two. But should feel free to classify as “sensitive tech- speaking of repairs . . .” nology” any item whose manufacturing process is classified and unavailable to ordi- This chapter covers the role of vehicles in the campaign. It deals both with issues that concern nary citizens. Examples at TL6 would be PCs (such as obtaining and legally operating vehicles, designing new ones and personal vehicular most kinds of radar, advanced bomb sights equipment), and those that concern GMs (such as tech paradigms and alternative vehicular tech- and proximity fuses. At TL7, examples of nologies). sensitive technology include most ECM and stealth systems, fission power plants, advanced sensors, laminate armor and some guided missiles. Characters will usually be unable to pur- chase sensitive equipment commercially, and Using GURPS Vehicles stealing it, or the plans or machines used to build it, may be the focus of an adventure. What can you do with GURPS Vehicles? That depends on the worldbook you use it with. The actual manufacturing blueprints of Obviously, it can be used as a source for vehicles and vehicle combat for historical, fantasy, mod- many military (and some civilian) vehicles are ern-day or futuristic adventures. In addition: also classified, even if the vehicle itself is for sale. Even though none of its components GURPS Time Travel may be classified in and of themselves, When characters are adventuring in the past, the GM can use this book to create period trans- designing the vehicle is still a long and expen- sive process. However, possession of the portation. Furthermore, using the Basic Set rules for building up tech levels, characters stranded engineering drawings enables the vehicle to in an earlier time can try to construct their own non-historical vehicles. As well, the rules for be easily “reverse engineered.” After France “parachronic conveyers” (p. 40) are suitable for use in GURPS Time Travel’s Infinite Worlds embargoed sales of advanced jets to Israel, background. Israeli agents stole the blueprints of the French Mirage 5 fighter. Later, Israel pro- GURPS Magic duced its own Mirage 5 clone, the Nesher. The GM can use Vehicles to create exotic enchanted craft such as demonic war machines powered by soulburners, flying ships drawn by gryphons or boats rowed by zombie oarsmen. In a modern-day “mana-punk” campaign, or a weird science one like GURPS IOU, spell- Making Lemons powered motorbikes and autos can be easily created using these rules. If a vehicle is poorly maintained (or very GURPS Espionage used) it may have various bugs. Also, some What’s an espionage game without car chases and exotic vehicles? These rules allow the vehicles are just designed badly. Some sample design of “spymobiles” with everything from mutable license plates to oil jets. flaws are given below. Pick a few that can apply to the vehicle, or make some up. Minor Bugs Hangar Queen: Reduce the time the vehi- cle can run between maintenance checkups (p. 146) by 10-60%. Low Mileage: Add 10%-30% to the fuel consumption of the vehicle’s power plant. Complex Controls: The vehicle’s controls are very complex. Anyone new to the vehicle will be at an extra -1 to skill beyond the usual -2 for unfamiliarity with the vehicle type. Default use is at an extra -2 penalty. This is common on military jets.

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Vehicles in the Campaign 198

SJ GAMES -- June 1996 GURPS Vehicles (G-0413) GURPS Robots and GURPS Vehicles (Continued) Wheels and Wheeled Drivetrains: Robot wheels are the same as vehicle off-road wheels with all-wheel drive. Rotors and Helicopter Drivetrains: The robot systems are all coaxial (CAR) drivetrains and rotors. Fuel Tanks: The tanks included in Robots have been simplified by combining the weight of the tank and fuel and also by rounding off the weight of hydrogen fuel. Jets and Rockets: Chemical rockets in Robots are simplifications of more complex designs in Vehicles. Use the Robots rockets in Vehicles if desired! Wings: Robot wings are the same as “stan- dard” vehicle wings. Structure: Robot structures have the “robot- ic” structure option built in, which is why they cost twice as much! Armor: The robot armor types are identical to the “advanced” Vehicles versions. Camouflage and Threat Protection: Robot stealth and IR cloaking are identical to the “basic” Vehicles versions. Sensor Scans: Radars, ladars, sonars, xadars and scanners in Robots don’t have a Scan rating. Super-Vehicles To use the advanced sensor rules with them, determine their Scan rating by referring to the GURPS Supers GMs may allow characters to purchase ultra-tech or heavily-armed vehicles table on p. 52. as gadgets. When using the gadget-purchasing rules to buy large vehicles, the GM can decide that Flotation and Water Speed: The Vehicles rules use a more realistic system, better suited to individual components count as separate gadgets. If a PC wants a sports car, he just has to pay the larger craft. If desired, this more complex sys- cash and buy the car. If he wants to use his gadgeteer abilities to modify it with a TL9 MHD tur- tem can be adopted for robots built entirely with bine power plant, TL10 armor and a TL9 Gatling laser under the hood, these count as three gad- Robots rules. Just find the aquatic motive thrust gets, each of which should be researched and paid for separately. as given in Vehicles and then use the Water A super vehicle can have special powers. Imagine a demonic motorcycle with Shadow Form Performance section of the Vehicles rules to and Body of Fire, or an Elizabethan galleon with Flight! Particularly in-genre are Body of Air, recalculate the flotation and top speed statistics. Body of Fire, Bouncing, Clinging, Chameleon, Insubstantiality, Invisibility, Flight, Hyperflight, Empty Weight, Acceleration, Deceleration, Matter Surfing, Regeneration, Shrinking, Super Jump, Tunneling, Unaging and Walk (drive) on MR, SR, Off-Road: These stats do not appear in Air or Liquid. At the GM’s option, vehicles can also have disadvantages to pay off their advan- Robots. Calculate them for robots using the Vehicles guidelines. Or continue using the sim- tages, e.g. Terminally Ill (it’s going to break down soon), Enemy (someone wants it back) or plified rules beginning on p. RO93. Weirdness Magnet. The source of a vehicle’s powers may be some weird gadget built into it, an enchantment, or the same odd processes that produce superheroes (“After a tire was bitten by a radioactive hare, the ordinary VW Rabbit mutated into Fluffy the Bouncing Bunnymobile.”). Personal Equipment Some items useful for vehicle crews: Life Jacket (TL6): An inflatable life jacket prevents a person from drowning, but cuts Enchanted Vehicles swimming Move in half. Laws often require watercraft to carry enough life jackets for crew The GM will have to arbitrate the exact effects of spells cast on vehicles. For most Regular and passengers. 6 lbs., 0.2 cf if stowed. $10 at spells, it will be important to know how many “hexes” a vehicle takes up. Since a “hex” is a 3’ TL6-, $50 at TL7+. circle, and magical effects are assumed to extend 4 yards (12’) up (as per p. M11), each “hex” Parachute (TL6): These become available corresponds to a volume of roughly 85 cf. So to place a regular spell on a vehicle, determine its after World War I. They are used when people “size in hexes” by dividing its volume in cf by 85, then multiply the spell’s fatigue cost by the bail out of aircraft (see p. B48). They are nor- mally worn by military aircraft crew who do not quotient. The same multiplier is applied to the energy cost of enchantments. When the cost of a have ejection seats and by paratroopers. Trying spell or enchantment depends on weight, simply use the vehicle’s loaded weight. to get out of an aircraft takes 25-DX seconds if a Example 1: To enchant a 200-cf subcompact car with Walk on Air (500 energy; see p. M35) person isn’t in an open or external seat. Once would cost (200/85) × 500 = 1176 energy. out, a person will normally fall for at least 80 Example 2: To enchant a 500-lb. motorcycle with Invisibility (500 energy per 50 lbs.; see p. yards before the chute can open and significant- ly slow his fall. A parachutist will then descend M58) would cost (500/50) × 500 = 5000 energy. The energy cost to activate a vehicular enchantment is normally paid by the vehicle operator, at approximately 5 yards per second, drifting a Power enchantment or a dedicated Powerstone. Alternatively, the vehicle can be enchanted with with the wind until he reaches the ground. An Draw Power (p. G101) and powered by conventional power supplies (see p. 201 to convert kWs open parachute is +4 to hit and has 50 hit points, but can only be damaged by proximity explo- to fatigue). sions or flamethrowers. 30 lbs., 1.5 cf. $100 at For armor enchantments, multiply the energy cost by (surface area being armored/25). When TL6, $400 at TL7+. Weight and price includes cast on vehicle locations with DR 20 or more armor, the Fortify spell will increase DR on a per- harness, main chute and one reserve chute. centage basis instead of adding a flat bonus: 50 energy gives +5%, 200 gives +10%, 800 gives +15%, 3,000 gives +20% and 8,000 gives +25%. Continued on next page . . .

203 Vehicles in the Campaign

SJ GAMES -- June 1996 GURPS Vehicles (G-0413) Abbreviations, 4; vehicle, 139. charge (HEDC), 103, 191; dual pur- Brakes, improved, 21. Cost per shot (CPS), 13; guns, 108; tor- Acceleration, 145-146; aerial, 135; and pose (HEDP), 104, 191; proximity- Breakdowns, 146; ground vehicle, 147. pedo and missile, 118; mechanical action, 149; ground, 129; space, fused (HEPF), 103, 191; squash Breechloaders, 99, 102, 103, 107, 122, artillery, 100. 136; underwater, 133; water, 131. head (HESH), 103, 191. 178. Cranes, 66; wrecking, 67. Access, vehicle, 14, 69-70. Ammunition, kinetic-energy-class: Bridges, vehicular, 67. Crashwebs, 79, 160. Accommodations, 76-77. 100-102, 110, 188-189; multiple Buildings, damaging, 166-167; design- Crew and passengers, 73-80. Accuracy, beam weapons, 126; guns, projectiles, 189. ing, 167. Crew, mechanical artillery, 100. 105; mechanical artillery, 99; torpe- Ammunition types by class and TL Bulldozers, 25, 94. Crew requirements, 75-76; liquid pro- do and missile, 120. table, 111. Bunkers, coal, 88; fuel, 88; wood, 88. jectors, 119. Actions, crew, 148-149; sequence of, Animals, 29, 47, 149, 156; harnessed, Calculations, 4. Crew stations, 73-75, 148-149, 180; 145; vehicle, 143-167. propulsion, 29. Campaigns, cyberpunk, 199; espi- table, 75. Aerial propellers, 33. Antimatter, 90; explosions, 186; stor- onage, 198; magic, 198; robot, 199; Crippling, 179-180. Aerial stability rating table, 136. age table, 90. space, 199; steampunk, 204; supers, Critical hits, 176. Aerodynamic lift, 7. Area table, 18. 199; time travel, 198; vehicles in, Crush depth, 133, 155. Aerostatic lift, 12; systems, 40. Arm motors, 14, 65; table, 65. 198-204. Cube roots, 4, 18, 131, 138; table, 138. Afterburners, 35. Armor, 17, 21-24; ablative, 22; and Cannon, broadsides, 178. Damage, 18, 179; advanced, system, Aircraft, transport, sample, 140. explosive-type damage, 184; and Cannon-launched guided projectiles 182; beam weapon, 125, 196-197; Airlock table, 69. slope, 11; bioplas, 22; by facing, (CLGP), 112. dice of, 97; explosive, torpedo and Airscrews, 33; table, 33. basic option, 23; by facing, complex Car, family, sample, 140. missile, 119; guns, 104; hazard Airships, hydrogen, 40. option, 23; Chobham, 22; compo- Cargo space, 14, 15, 16. table, 148; mechanical artillery, 98; Altitudes, high, 160. nent, 26; compound, 24; Kevlar, 22; Catapults, launch, 67. modifiers, for 10mm rounds, 181; Ammunition, 13, 98; baton, 102, 188; location, 23; monocrystalline, 22; Chaff, 59; see also Ammunition, burst- repairing, 147; special, torpedo and beehive, 102, 176, 189; canister, nanotechnological, 22; nonrigid, 22, ing-class. missile, 119; to wheels with tires, 102, 176, 189; caseless, 111; chain- 24; nylon, 22; open frame, 23; Chemscanners, 54; see also 182; torpedo and missile, 118. shot, 176, 188; CHEM, 104-105; optional rules, 23; overall, 22; PD, Multiscanners. Damage Resistance (DR), 21. depleted uranium (DU), 102; elec- 24; reactive, 92-93; reflex, 22; Collisions, 144, 157-160; other rules, Deceleration, 145-146; aerial, 136; trothermal, 111; explosions of, 186; selecting, 22. 160; results, 159. ground, 129; safe, and action, 149; explosive, 110, 103; explosive-con- Armor divisor table, beam weapons, Combat, 175-197; aerial, 185-186; and space, 137; underwater, 133; water, cussion-class, 190-191; flare, 125. ammunition, 100; anti-aircraft, 185- 132. 194;guns, 110-113; hollow point Arms, 10, 11, 16; structures and pod 186; ground, 185; modifiers, 177; Decks, flight, 94; top, 25, 94. (HP), 102, 188; hyper-dense (HD), volumes, 16. naval, 186-187; optional rules, 182- Defense factors, GURPS Space, 138. 102; in combat, 100; kinetic-ener- Artificial gravity units, 78-79. 183; space, 187; underwater, and Defense, of vehicle occupants, 183. gy/explosive, 110; liquid propellant, Aspect table, for dogfights, 161. detection, 186; vehicular body, 188. Defensive surface features, 24, 92-93; 111; low explosive (LE), 103, 190; Atmospheric pressure, extreme, 166. Communication systems, 13, 47-49. table, 92. multiple projectile, 110; needle, 102, Attack rolls, 176-177. Communicators, 47-49; scramblers, Deflector fields, 25, 72, 87, 93. 188; plastic, 102, 188; plastic-cased, Attacks, melee, 182. 49; table, 48. Design, beam weapon, 123-127; check, 110; semi-armor-piercing explosive Audiovisual systems, 13, 56; table, 56. Compartmentalization, 20, 167, 186; 26; flaws, major, 199; flaws, minor, (SAPLE, SAPHE), 43, 103, 190; Balloons, 10; hot air, 40. and sinking, 155. 198-199; launcher, torpedo and mis- shaped-charge-class, 104, 110, 191; Barrel length, 99. Components, 12; and damage, 183; DR sile, 113-122; launchers, 120-122; shotshell, 102, 176, 189; shrapnel, Barrels, extra gun, 107. table, 183; loss of, 180; ruggedized, liquid projector, 118-121; vehicle, 5. 102, 176, 189; special rules, 188- Battlesuit systems, 80, 166; at low 27; table, 182; volume, 16. Detection, 168-174. 197; superwire, 102, 188; table, 112; speeds, 165. Computer programs table, 63. Diameter, missile and torpedo, 113. water cannon, 122. Bays, antimatter fuel, 90; hangar, 70- Computers, 13, 60-64; complexity, 60, Direct fire, 98, 162. Ammunition, armor-piercing: AP, 101, 71; vehicle, 70; weapon, 46. 63; table, 61; targeting, 58. Distances, takeoff and landing, 134. 188; APC, 188; APDSDU, 188; Beam weapons: accuracy table, 126; Concealment and stealth features, 24, Docks, dry, 71; space, 71. APDSHD, 188; APDU, 188; APFS- cyclic rate, 124; FTL, 122; options, 91-92; table, 92. Dodging, 147, 178. DSDU, 188; APFSDSHD, 188; 124; output, 124; type and TL, 123- Constants, 4. Dogfights, 160-164; in spacecraft, 164; APSHD, 188; composite rigid 124. Contact area table, 130. over congested areas, 164. (APCR), 101, 188; discarding sabot Beams, tractor, 14, 67. Contragravity generators, 12, 38, 41; DR, 24, 166; and collisions, 160; bet- (APDS), 101, 188; explosive Bearings, detection, 168. table, 41. ter, 11. (APEX), 103, 191; fin stabilized dis- Bends, 147. Control, loss of: in the air, 151; in the DR to DF table, 138. carding sabot (APFSDS), 101, 188; Bicycling skill, 143. water, 150; on the ground, 149-150; Draft, 132; underwater, 133. incendiary (API), 101, 188; saboted Bioconvertors, 86-87. underwater, 151. Drag, 35; aerodynamic, 10; submerged (APS), 101, 188. Bioscanners, 54; see also Control roll modifiers: bad visibility, hydrodynamic, 132. Ammunition, bursting-class: 110, 190- Multiscanners. 151; in the water, 152; in the air, Drifts, 147. 191; chaff, 107, 194; FASCAM, 107, Biplane, 11. 152; on the ground, 151. Drives, jump, 39, 81, 137; teleporta- 195; ICM, 106, 176, 192; napalm, Black powder smoke, 178. Control rolls, 148; failed, 176; failing, tion, 40, 137; teleportation, magical, 107, 194; SATNUC, 106, 176, 193; Boating skill, 143. 148; for airships and large water- 40; warp, 39. SICM, 106, 176, 192; special types, Body features, 10-11. craft, 165; hazard, 148, 158; knock- Drivetrains, 31-32; flexibody, 19, 31; 194-196; starshells, 107, 194; sub- Bolt throwers, 97; repeating, 97. back, 181. helicopter, 33; leg, 31; ornithopter, munitions, 106-107, 192-193; super- Bombing, 114-115. Conversions, 84; metric, 4. 34; tracked, 31; wheeled, 31. napalm, 107, 195; tangler, 107, 195- Bombs, 113; antimatter, 108; carrying, Convertible tops, 25, 95. Driving skill, 143-144. 196. 114; micronuke, 108, 110; smart, Conveyers, parachronic, 40. Driving through obstacles, 157, 166. Ammunition, high explosive (HE): 103, 115; statistics, 114. Cost, 12; beam weapons, 127; guns, Ducted fans, 33; propellers, 32. 190; anti-tank (HEAT), 104, 191; Bombsights, 58. 109; launchers, 122; mechanical Dusting, 163. concussion (HEC), 103, 190; depth Bore size, 98, 113. artillery, 99; production, 199. Ejection, 161-162; seats, 161-162. Index 206

SJ GAMES -- June 1996 GURPS Vehicles(G-0413) Electric contact power table, 87. Global positioning system 57. Jammers, radio, 59. guns, 105; mechanical artillery, 97- Electromag guns, 22, 81, 99. GLOC, 153-154, 162. Jeep, sample, 139. 100; and guns, 43; and guns table, Electronic countermeasures (ECM), 13, gMR and gSR table, 129. Jet engine table, 35. 43; statistics, 98. 59-60. Grav compensators, 80. Kitty Hawk (sample vehicle), 6, 7, 8, Mechanics, 75; hiring, 147. Electronic sensing, 168-174. Grav unit table, 78. 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, Meteorological instruments, 27. Electronic warfare table, 60. Gravity, artificial, 78; artificial, units, 20, 21, 23, 24, 25, 26, 32, 33, 36, 40, Mines, 115-116; carrying, 116, 118; Emergency and medical equipment 78-79; extreme, 166. 41, 45, 49, 50, 53, 54, 56, 60, 61, 62, land, 116-118; naval, 115-116; robot, table, 68. Gravscanners, 54; modifiers, 173-174. 66, 73, 74, 75, 78, 81, 82, 85, 88, 89, 118; spotting and removing, 118. Endurance, torpedo and missile, 119. Ground acceleration, 129; table, 129. 92, 101, 103, 104, 106, 107, 108, Minesweeping, naval, 116. Energy banks, 81, 87-88; design table, Ground drivetrain table, 31. 110, 111, 128, 129, 130, 131, 132, Minimum range, mechanical artillery, 88. Ground effect skirts, 17. 134, 137-138, 147, 161. 99; torpedo and missile, 120. Engines, internal combustion, 83-84; Ground pressure, 130; table, 130. Knockback, 181-182. Missiles, brilliant, 195; carrying torpe- jet, 35; jet, and power, 81-82; mana, Ground-to-space flight, 164. Laboratories, 66, 76; and workshops, does, 112; communicator-guided, 86; muscle, 82; nuclear pulse, 37; Guidance table, torpedo and missile, 14. 192; detecting, 197; exotic, abilities, Orion, 37; reaction, 34, 88; rocket, 116. Labs and workshops table, 66. 197; guided, 44, 192-193; homing, 36; steam, 82-83. Guidance, torpedo and missile, 114, Ladar, 51-52; modifiers, 171-172; tar- 193-196; inertial-guidance, 195; Entertainment facilities, 14, 68-69; 118. geting, 58. optional rules, 111-112; space-com- table, 69. Guided missiles, in dogfights, 163. Ladders, extendable, 66. bat, 112; Sprint, 44; submarine- Environmental systems, 77-79; table, Gun shields, 23. Landing aids, 71; table, 71. launched, 111; TV-guided, 192; 78. Gunner skill, specializations, 175-176. Lasers, 123; blue-green, 123; damage, unguided, 192; wire-guided, 192. Environments, extreme, 165-167. Guns skill, specializations, 176. 196; rangefinders, 58; X-ray, 123. Modular sockets, 72. Equipment, dirty tricks, 70; emergency, Guns: accuracy table, 105; barrel Launcher table, 44. Motive power or thrust, partial loss of, 14, 68; fuel transfer, 71-72; heavy, length, 102; design, 100-113; elec- Launchers, missiles and torpedoes, 44. 181; table, 181. 14, 66-68; medical, 68, 76; miscella- tric Gatling, 103; electromag, 81, Leaks, 199; in extreme environments, Motive thrust, aerial, 134; aquatic, neous, 65-72; personal, 203-204; 101, 109; extra barrels, 103; 166-167; patching, 167. 131. safety, 79-80; security, 70. gravitic, 22,101; loading mecha- Legal restrictions, 200. Motorboat, sample, 140. Exotic power plants table, 87. nisms, 102; malfunction table, 103; Legs, 7, 11. Motorcycle, sample, 140-141. Expanded speed/range table, 168. manual repeater, 102; mechanical Lemons, 198-199. Motorcycle skill, 144. Explosions, 106, 108, 182, 184-185, Gatling, 103; power, 109; rate of Levitation, 12, 41; magic, 41. Motors, torpedo and missile, 117. 190; ammunition, 186. fire, 107; revolver, 103; rifled, 101; Life support, 77, 161, 165, 166-167, Mountings, high-angle, 45; special, 13, External features, 24-25, 91-96. shots, 110; smoothbore, 101; snap 180. 45. Extra tubes, for launchers, 122. shot, 107; statistics, 103; technology, Lift, 26; canceling, 159; engines, 12; Mounts, casemate, 46; cyberslave, 46; Facings, 13, 145. 101; weight, 106. fans, 12; fans and engines, 40; door, 46; open, 15, 20, 23; universal, Falling, of flying vehicles, 157. GURPS Robots, and GURPS Vehicles, ornithopter, 34. 45. Fatigue, 143, 158; and magic, 201. 201-203. Lifting bodies 11. Movement, 145; flying, 155-157; Fighter-bomber, V/STOL, sample, 142. GURPS Space, 39. Lifting gas, 12, 180, 183; table, 40. ground, special, 152-154; off-road, Fire, 183 184-185. Half damage range, beam weapons, Light amplification, 50. 152-153; on water, 154-155; rail- Fire direction centers, 58. 125; guns, 105; mechanical artillery, Lightsails, 31; table, 31. way, 154; special rules, 152-160; Fire extinguishers, 14, 65-66, 204; 98; torpedo and missile, 120. Line of sight (LOS), 168. under water, 154-155; vehicle, foam, 122. Halftracks, 7, 11, 17. Links, 13, 45. advanced, 144-152; vehicle, basic, Firepower ratings, 99. Hardpoints, 25, 94-95. Liquid oxygen (LOX), 71, 90. 143-144. Flight, 41, 134, 155-157; lighter-than- Harness: shaft-and-collar, 29; table, Liquid projectors, 118-121; RoF table, Multiple projectile hit table, 190. air, 157; subassemblies, 7. 29; whiffletree, 29; yoke-and-pole, 121. Multiscanners, 54, 93, 167, 169; modi- Flotation, effects of hydrodynamic hulls 29. Loaders, 75; and RoF, option, 178; fiers, 174. on, 11. Hazard control rolls, 148, 158. guns, 109; launcher, 122. Muscle engines, 82; table, 82. Flotation hulls, 10. Headlights, 27, 49 . Lock-on table, 193. Muscle power, and fatigue, 158. Flotation ratings, 10, 16, 26, 186. Health, 26. Loss of vehicle operator, 152, 155. Muzzleloaders, 102, 107, 122, 178. Flying wings, 11. Heavy equipment table, 67. Low-light TV, 50, 55. Navigation instruments, 13; systems, Force field grids, 24, 93; table, 93. Helicopter drivetrain table, 34. Magazines, anti-blast, 46; capacity, 98. 56; table, 58. Force screens, 25, 72, 87, 93; and Helicopter, utility, sample, 141. Magic, 86-87; and fatigue, 201. NBC kits, 77, 161. detection, 174. Herbicides, 105, 191. Magnetic anomaly detectors (MAD), Neural interface entertainment, 69. Fractions, 4. High-G maneuvers, and people, 153- 54, 169; modifiers, 172-173. Neural interface systems, 13, 64; table, Frame strength, 18. 155. Magnetic levitation (mag-lev), 12, 38, 64. Fuel, 14, 81-90, 88-90; accessory table, Hit locations, 177-182; table, 177. 87; lift table, 38. Nuclear, antimatter and mass-energy 72; conversions, 84; liquid, types, Hit points, 20, 166; body (BHP), 26, Magneto-hydrodynamic (MHD) tun- conversion power table, 86. 89-90. 41. nels, 32; turbines, 84. Nuclear dampers, 72; table, 72. Fuel cells, 85; table, 85. Hitches, 25, 95-96. Magnification to vision bonus table, Nuclear power plant explosions, 186. Fuel consumption, 35. Holoventure zones, 69. 50. Nuclear weapons, 187. Fuel tank table, 89. Hovercraft, 7, 9. Maintenance, 146. Obstacles, driving through, 157; hit- Fuel transfer equipment, 71-72. Hoverfans, 9, 41. Malfunction, beam weapons, 124; ting, 159. Fusion air-rams, 35. Hovering, 134. guns, 103; mechanical artillery, 98; Occupancy, 75. G-forces, and realism, 151; table, 147. HUDWAC, 58. torpedo and missile, 118; table, tor- Ogre, 22. G-modified HT Roll Table, 154. Hulls: catamaran, 16; hydrodynamic, pedo and missile, 118. Open mounts, 9. G-seats, 79. 10-11, 16; submersible, 16, 19; tri- Maneuver controls, 73. Orion engine weight table, 37. G-suits, 204. maran, 16. Maneuver G-force table, 147. Ornithopter drivetrain table, 34. Gadgeteers, 6, 202, 204. Hydrodynamic drag, 130-131. Maneuver ratings, and action, 150; Other sensors table, 54. Gas and MHD turbines table, 84. Hydrofoils, 7, 9, 17. aerial, 135; ground, 129; underwa- Paddle wheels, 32. Gas, blackout, 60, 104, 190; lifting, 75; Hydrojets, 32. ter, 133; water, 131-132. Pads, landing, 94. lighter-than-air, 40; mustard, 105, Hyperdrives, 39, 81, 137. Maneuvering, 146-147; contests, 161. Parachronic conveyers, 40. 191; nerve, 105, 191; persistent Hyperfans, 35. Maneuvers, control rolls for, 148. Parrying, 179. nerve, 105, 191; poison, 191; pris- Hyperspace, 51. Maneuvers, high-G, effects on people, Passive Defense (PD), 178. matic, 60; sleep, 105, 191; tear, 105, Indirect fire, 97, 98, 179-180; with 153-155. Passive electromagnetic imaging sen- 191. CLGP, 181. Mass, loaded, in tons, 26. sors, 53-54. Gasbag envelopes, 10, 11, 20; and Inertial guidance systems, 57, 112. Mast and open mount weight and cost Passive electromagnetic sensor array armor, 23; weight and cost table, 20. Infrared sensor modifiers, 169-170. table, 20. (PESA), 50. Gatling guns, 107; weapons, 125. Instruments and electronics, 47-64. Masts, 9, 11, 17, 30, 180; weight and Payloads, torpedo and missile, 117; Generators, screen, 72. Instruments, musical, 47. cost, 20. usual internal, 25. Geophones, 54, 168; modifiers, 173. Intercoms, internal, 27. Materials, 18. PD, higher, 11; table, 24. GEV, 12, 180; skirts, 7, 9, 11. Internal combustion engine table, 83. Maximum range, beam weapons, 126; Performance, 128-138; aerial, 133; 207 Index

SJ GAMES -- June 1996 GURPS Vehicles(G-0413) evaluating, 27; ground, 128-130; Rowing positions table, 30. Spacedrives, 31, 36. table, 165. hovercraft, 136; mag-lev, 136; Ruggedized components, 12. Speed, aerial top, 134-135; change of Turbines, gas, 84-85; MHD, 84-85. space, 136-137; submerged, 132- Safety belts, 27. top, 150; FTL, 137; ground, 128- Turbo-ramjets,35. 133; water, 130-132. Safety systems table, 79. 129; off-road, 130; stall, 133-134; Turbofans, 35. Periscopes, extendable sensor, 51. Sails, 30, 75; aerial, 30; and wind, 158- top, and action, 150; torpedo and Turbojets, 35. Pesticides, 105, 191. 159. missile, 119; underwater top, 133; Turrets, 9, 11; full rotation, 13; limited Piloting skill, 144-145. Salvage, 200. water, 131. rotation, 13; pop, 10, 11, 16; vol- Plows, 25, 94. Sample vehicles, 139-142. Speed factor table, 128. ume, 15-16. Pods, 9, 16, 34; equipment, 95. Science, hard, 38, 204. Spells, Energy, 201. Type, beam weapons, 124; torpedo and Power, 12, 81-90; beamed, 87; electric Scientific sensors table, 55. Spoofing, 170, 171-172, 194. missile, 118. contact, 87; guns, 109. Scout ship, sample, 142. Stability, ground, 129. Typical DRs, 23. Power plants, 12, 81, 82, 88; exotic, 86- Screen generators, 72. Stability ratings, aerial, 136; and Unguided missile accuracy table, 120. 87. Screw propellers, 32. action, 150; underwater, 133; water, Vectored thrust, 41, 156, 163. Power requirement, beam weapons, Sealing, 24. 131-132. Vehicle critical hit table, 184. 127. Searchlights, 49; infrared, 49; table, Stabilization gear, 45; table, 45. Vehicle storage table, 71. Power systems, 14, 81-82. 49. Stabilizers, 13; roll, 21. Vehicle structure table, 19. Powerboat skill, 145. Seats, 12, 76; and standing room table, Stall speeds, 8, 11, 12, 133-134, 156. Vehicles: access, 14; acquiring, 199- Powered aquatic propulsion table, 32. 76. Stardrives, 39; table, 39. 202; black-market, 200; building, Prism, 190; see also Smoke, Gas. Security and dirty tricks equipment Statistics, 25-27; ammunition, 112; 201-202; characters in, 144-145; Propulsion and lift systems, 28-41. table, 70. beam weapon, 124-127; combat, liq- cheap, 199-200; design, 5; disabled, Propulsion systems, 12, 28-40; table, Security equipment, 70. uid projectors, 119-121; launcher, 144; magical, 203; manned, 14; 28. Security systems and dirty tricks, 14. 121-122; missile and torpedo, 118- quality, 204; renting, 200; stolen, Prototypes, 201, 202. Self-destruct systems, bomb, 114. 120; recording vehicle, 137-138; 200; super, 203; unmanned, 14; Provisions, 78. Sensor rolls, 169-171. vehicle, and action, 149-150; weight used, 199. Psi-shielding, 92. Sensor scan table, 170. and mass, 25-26. Vertical takeoff with normal engines, Psionic technology, 64. Sensors, 12, 13, 49, 53-54; and target- Stealth features, 91-92; torpedo and 41. Pumps, bilge, 14, 27, 66. ing, 171; indirect, 49, 168-169; missile, 117. Vision, optional rule, 25. Pylons, 8, 9, 12, 38. Line-of-Sight (LOS), 49; meteoro- Steam engines, 82-83; table, 83. Vision modifiers table, 174. Quarters, 76-77; table, 77. logical, 55; passive electromagnetic, Steering, all-wheel, 21. Vision, using sensor rules for, 173- Radar, 51-52; modifiers, 171; passive, 53-54; remote, 55; scientific, 55-56; Storage, vehicle, 70-71. 174. modifiers, 170; table, 52; targeting, signal strength, 169; visual augmen- Strafing, 185-186. Visual augmentation systems (VAS), 58. tation, 49. Streamlining, 9, 10, 11, 16, 19, 128. 50; table, 50. Radiation, 187; protection, 167; shield- SEV, 12, 180; sidewalls, 7, 9, 11, 17. Structures, 18-20; biomechanical, 18; Volume, 12, 17; and structure, 15; ing table, 167. Shiphandling/TL skill, 145. living metal, 18; responsive, 18; arm, 16; body, 16-17; component, Radios, 47-49; jamming, 47. Shock, 181-182. robotic, 18; special, 18; special 16; gasbag, 17; leg, 17; pod, 16; Radscanners, 54; see also Shots, beam weapons, 127; guns, 110; options, 20-21; wooden, 19. structure, 16; turret, 15; vehicle, and Multiscanners. launcher, 122; mechanical artillery, Stunning, 181-182. Size Modifiers, 26; wing, 17. Railguns, one-shot, 99. 100. Stunts, 147, 155-157. Volume per shot (VPS), 13; guns, 108; Railways, 38, 128; electrified, 27; Sidecars, 25, 96. Subassemblies, 6-10; motive, 6-7, 179- torpedo and missile, 117; mechani- movement, 154; tracks, 27; wheels, Sighting, 168-174. 180; tracked motive, 7; flight, 7-9; cal artillery, 100. 7, 96. Sights, hand-held weapons, 127. structural, 9-10. Warheads, torpedo and missile, 114. Ramjets, 35. Silencers, 127. Submarine lines, 11. Warp drives, 51. Ramming, 144. Simplified cube root table, 138. Submarines, movement of, 154-155. Water cannon, 122. Rams, 25, 94. Sinking, 154, 180, 187; vessels, escap- Super strength, vs. vehicles, 188-189. Water vehicle features, 10. Ranges, determining, in dogfights, 162; ing from, 187. Super-vehicles, 203. Waterproofing, 24. weapon, underwater, 186. Size, approximate, 169. Superstructures, 9, 11. Waterproofing and sealing table, 24. Range to scan table, 52. Size modifiers, 157-158, 163, 166, 193; Surface area, 17-18. Weapon accessories, 13, 45. Rate of fire, 122; and loaders, option, table, 26. Surface features, 21-25, 24-25, 91-97. Weapon mount table, 46. 178; beam weapons, 127; guns, 107; Skids, 7, 11, 17, 38. Surfaces, electrified, 93. Weapon strength, 97. mechanical artillery, 99. Skill, torpedo and missile, 119. Suspensions, improved, 20. Weapon type, guns, 104; mechanical Reaction mass and fuel table, 90. Skills, vehicle operation, 143-145. Tank, main battle, sample, 141. artillery, 98. Reactionless thrusters, 38; table, 38. Skitracks, 7, 11, 17. Tanks, fuel, 88-89. Weapons, 12,13, 42, 97; beam, 123- Reactors, antimatter, 85-86; mass-con- Skyhook harnesses, 67, 204. Targeting systems, 13, 58-59; table, 59. 127; built-in, 12-13; concealed, 12; version, 85-86; nuclear, 85-86. Slope, 10, 11, 15, 16, 24; effects of, 23. Targets, illuminating, 196-197. damage, 196-197; black-market, Reality stabilizers, 72; table, 72. Slopes, of terrain, 153. Teamster skill, 145. 200; cheap vehicular, 100; counter- Refitting, 202. Smartwheels, 21. Tech levels, 6. weight, 97; fine, 100; hand-held, Repairs, 18, 146; to damaged vehicles, Smoke, 59, 104, 190; hot, 104, 190; Technology, campaign, 204; psionic, 123-126, 176; hand-held, acces- 147. black-powder, 178; prismatic 64; secret, 198. sories, 127; nuclear, 108, 187; real- Retracting option, 7, 10, 11, 17. (prism), 104, 190; white phospho- Teleport projectors, 69-70. world, 97; spring-powered, 97; tacti- Retractable wheels/ skids, 16. rous, 104, 190. Telescopes, 50, 55. cal and strategic nuclear, 109-110; Reverse, 153. Snap shots, beam weapons, 126; guns, Temperatures, extreme, 165. torsion-powered, 97; very fine, 100. Riding outside vehicles, 153. 107; launcher, 121; mechanical TEMPEST equipment, 60. Web, gravity, 79. Rigging, 30. artillery, 99; torpedo and missile, Terminals, computer, 62; table, 62. Weight, 12; beam weapons, 126; Robot arms, 65. 119. Terrain, 152-153. empty, 25; launcher, 121; loaded, Rocket engine table, 36. Snorkels, 84. Thermal and passive electromagnetic 26; mechanical artillery, 99; sub- Rockets, antimatter pion, 36; antimat- Software, 62-64. sensors table, 54. merged, and mass, 26. ter thermal, 36; fission, 36; fusion, Solar cells, 25, 96; table, 96. Thermal sensors, 53-54. Weight per shot (WPS), 13; guns, 108; 36; liquid-fuel chemical, 36; metal Solid rocket table, 37. Thermograph, 53; modifiers, 169-170. torpedo and missile, 117; mechani- oxide, 36; solid fuel, 37; solid fuel Sonar, 52-53; active, modifiers, 169; Thrust bomb table, 37. cal artillery, 100. chemical, 36. passive, modifiers, 172; table, 53. Tilt-rotors, 34. Wheelblades, 25, 94. Rotors, 7, 8, 11, 17, 19, 23; coaxial Sonobuoys, 55. Tires, 95; special, 25. Wheelguards, 23. (CAR, TL7), 9, 33; folding, 21; Sound barrier, 159. Toasting, 163. Wheels, 7, 11, 17, 38; options, 21. options, 21; multiple main, 8, 33; Sound detectors, 54-55; table, 55. Torpedo and missile table, 44. Whiplash, 160. top-and-tail, 8, 33. Sound intensity table, 55. Torpedoes, 44; guided, 196; unguided, Winches, 66-67. Rounding, 4. Space, access, 14-15; cargo, 14, 15; 196. Wings, 7, 8, 11, 19; folding, 21; Roundship, sample, 139. empty, 14, 15; rotation, 16. Towing, 95-96, 116; dipping sonar, 53. options, 21; variable-sweep, 21, 160. Rowboats, 4, 29. Space travel, 164-165; advanced hex- Tracks, 7, 11, 17; jamming, 181. Womb seats, 160; tanks, 79. Rowers, 75. grid movement, 165. Travel, routine, 143. Wood, 21; in structures, 19. Rowing, 29-30. Space-to-ground flight, 164. Travel times with constant acceleration Workshops, 66. Index 208

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