Heavy Gear for GURPS

HTML Version 2.0

Revised Version: September 22, 1999



Disclaimer:

Heavy Gear is a product of Dream Pod 9, and is used with limited permission. GURPS is a product of Steve Jackson Games, used with limited permission. This file is distributed as an online non-profit document, and is not meant to infringe on any copyrights.
This conversion was created using The Heavy Gear Tactical Roleplaying system book, GURPS Basic Set 3rd Ed., and GURPS Vehicles 1st Ed. GURPS Mecha was NOT a reference in creating this conversion. Comments on how to improve this document are welcome.
Storyline, vehicles, and weapons listed here are the property of Dream Pod 9. The GURPS system is property of Steve Jackson Games, and is used here with a limited amount of permission. All corrections, Especially from SJ Games and Dream Pod 9 Are welcome. Please forward all E-mail to: wavehawk.


Foreword:

Heavy Gear is set on the off-world colony Terra Nova in the year 6132. The planet was first settled in the 52nd century. Since the Earth-based Human Concordat Government collapsed in the 60th Century, the planet has been isolated from the rest of Human space for three Centuries.
During this time independence was established and Terra Nova's own culture emerged out of the former colony. At this point in time, Two Major powers emerged: The Northern city-states and Southern Territories. In year 6116, Terra Nova was just on the verge of a pending Civil War when an Earth Fleet arrived to reclaim Terra Nova under the name of a new Imperialist Earth Government. Three and a half years of war later, the Earth forces were beaten and eventually left Terra Nova to govern itself.
More than a decade later, The two superpowers, once Allies in the War against the Earth forces, are now on the brink of Civil war again....

Background:

Terra Nova is a planet made up of generally desert terrain. Two main inhabited civilized areas are at the poles, where Terra Nova's temperate regions lie, while small patches of civilization may be found scattered across the desert.
The planet's general TL lies somewhere between TL7 and TL9, since most of their gear and equipment seems to be a mix of tech found in this era. Although Terra Nova has been able to develop Mecha, their weapons technology lean strictly more towards chemical slugthrowers rather than Gauss or Laser weaponry, mostly due to financial reasons. GMs are cautioned to note this difference, as it might prove slightly disorienting to players. It is recommended to read the Heavy Gear Sourcebooks by DP9, so that you may further define the world of Terra Nova as the designers created it.
Update: As of this version, DP9 has released two Heavy Gear PC simulation games, as well as various new sourcebooks on Terra Nova, among which are the new Eastern and Western factions. Although it is possible to use just this GURPS conversion and the GURPS Vehicles sourcebook, it is recommended that you refer to these books, as well as the original Heavy Gear rulebook, in order to fully flesh out and expand your games.
Terra Nova is isolated from Earth and other Human Colonies, so it should not be surprising if Earth and it's colonies actually have much higher TL levels than Terra Nova does. All that is known of Earth in this era is that it is under a new imperialist regime, and they might try to take Terra Nova once more.
Tannhauser Gates are the means of FTL travel in the Heavy Gear Universe. However, due to costs, the Tannhauser Gates around Terra Nova are in much disuse. (Please see the Heavy Gear books and RPG for more details, if desired.)


Brief Introduction

A Heavy Gear is a fairly large (4 to 8 meters tall) humanoid combat mecha capable of wielding numerous and varied weaponry, and is capable of close combat. It is structured like a legged one-man infantry fighting vehicle, and like all walker vehicles, is far more maneuverable over uneven terrain than wheeled vehicles. On smooth even terrain (such as road and pavement), it can employ a ground movement system (usually a set of wheels, though some heavier Gears use tracks) in it's feet to "powerskate" along the ground at much higher speeds. Versatile and durable, it is the main battle weapon of both sides on Terra Nova. Larger walkers, called Striders, are less anthropomorphic, and far more heavily armed. Striders usually require a crew of two, and functions much like a walking tank.

Conversion notes:

Both GURPS and Heavy Gear use Hex maps in order to plot movement and combat. There are a few note differences, however. Heavy Gear Hexboards are Metric, wherein 1 Hex = 50 meters, although this size is adjustable bearing on the availability of space. GURPS Hexmaps use the English measurement system, giving Hex = 1 Yard, being designed with Humans in mind. GURPS does allow Hex = 1 Meter, however, since the actual lengths of a Yard and a Meter are fairly close.
Heavy Gears can be anywhere from 4 meters (Scout Gear) to 10 Meters (Assault Gear) in height, though typical ones will usually be 8 meters or so. Humans usually range from 1.46 to 2.35 Meters (5'2" to 6'1"). So a Scout Heavy Gear will take up a total map surface area of 4 or 5 GURPS Hexes [2 Hexes in diameter]. (This is to enable a Heavy Gear to function alongside Human characters on the playing field. Likewise, You may opt to keep using the Heavy Gear Hexes and use the GURPS hexes only for human characters.) Striders usually take a total of 9 or more GURPS hexes.


Skills:

Here are some skills that will be needed in the Heavy Gear universe:
Note: Some GURPS players will note that "Piloting" a Heavy Gear is actually a Driving skill, since Heavy Gears are not flight-capable. Feel free to change the skill name if necessary, but the effects are the same.]

Piloting(Heavy Gear) P/A

Defaults to IQ-5, DX-5 or other Piloting(Heavy Gear)-2

This is the skill of Piloting a humanoid Heavy Gear. Must specialize. It involves both walking and ground movement(wheeled or tracked) modes of the Heavy Gear unit in motion. This is also the Skill used when a Heavy Gear is in close or hand-to-hand combat. Because of the differences between Heavy Gears of differing types, this skill is at -2 to any Gear type other than the one the pilot is used to. Striders are a different skill altogether.

Piloting(Strider) P/A

Defaults to IQ-5, DX-5 or other Piloting(Strider)-2

This is the skill of piloting a nonhumanoid Strider. Must specialize. It involves both Walking and ground movement(Wheeled or tracked) modes of the Strider in motion. This is also the Skill used when a Strider is in close combat. As with Heavy Gears, this skill is -2 when piloting a Strider of a different type. [Note: Some striders, such as the Mammoth, do not have a wheel or tracked ground movement system. A Mammoth pilot would then have an additional -1 to drive a wheeled Strider, but only when the Strider is in its wheeled movement mode.]

Paradropping(Heavy Gear) P/H

Prerequisite: Piloting(Heavy Gear)

No Default

This is the skill of parachute-dropping a Heavy Gear, with the pilot already inside. For obvious reasons, this is a dangerous technique and may entail anything from mild equipment failure to killing the pilot. Merely airdropping a Gear without a pilot is NOT paradropping. Use the Collision rules below to calculate landing speed.

Shortsword(Heavy Gear) P/E

Prerequisite: Piloting(Heavy Gear)

No Default

This is the skill of wielding a Heavy Gear-sized VibroMachete. It goes to Piloting rather than DX. Similar to Vibroknife, only bigger. See below.

Fast Draw(Weapon) P/E

Prerequisite: Piloting(Heavy Gear) at 14+

No Default: Must specialize

This is the skill for fast-drawing Heavy Gear weapons. Although most weapons are generally already in the Gear's hands, there are times wherein the Gear must pull a backup secondary weapon or ammo clip out of an easily accesible cargo hold. The most common Weapons that are fast-drawn are:
When a successful fast-draw is rolled, the Gear readies the weapon in 1 turn less than it normally would. It goes to Piloting rather than DX. On a regular failure, you flub your fast-draw and have to draw your weapon normally. On a Critical Failure, the Clip/Weapon/Grenade drops and you take one extra turn to pick it up. Each weapon must have a seperate Fast-Draw skill.

Speed-Load(Weapon) P/E

Prerequisite: Piloting(Heavy Gear) at 12+

No Default: Must specialize

This is the skill for speed-loading Heavy Gear Weapons. A successful roll means that the weapon loading time is reduced by 1 turn. The weapon types that can be speed-loaded are:
On a failure, the clip falls out and you take one extra turn to pick it up. On a Critical Failure, the clip goes in, and the weapon jams. [Or much worse; A sadistic GM may rule that Exp. or Sxp rounds accidentally detonate, Laser battery clips may get seriously damaged beyond use, all the ammo in the clip falls out, etc...]. Each weapon must have a seperate Fast-Draw skill.

Electronics Operation(Electronic Warfare) M/A

Defaults to IQ-5 or appropriate Electronics-3

This is the skill for operating and maintaining Electronic warfare systems such as Radar, sensors and radar jamming gear. See GURPS Special Ops for more details on Electronic Warfare.

Electronics Operation(Communications) M/A

Defaults to IQ-5 or appropriate Electronics-3

This is the skill of sending and recieving telecommunications via a Radio/Laser/Low Frequency transmitter/reciever. Note that although the user can transmit and even recieve coded transmissions, he does not necessarily have the Cryptanalysis Skill; The transceiver translates, encodes and decodes for him.

Gunner(Must Specialize) P/A

Defaults to DX-5 or other similar Gunner skill -2/-4

This skill is the one shown in Basic Set page 50.
Gunner skill for a weapon is different for different types of vehicles, as the same weapon may be mounted/fired differently on a different vehicle. The following are the different Vehicle types:
Modifiers: -2 for an unfamiliar vehicle. -2 for a weapon similar to, but different from your weapon skill (Ex. a 30mm Autocannon when you are used to 20mm Autocannon), -4 for a totally unfamiliar weapon (Ex. Laser Cannon when you are used to missle launchers). Add +1 to skill for those with IQ 10 or 11, +2 to skill for IQ 12 or better.
Different Gunnery Skills are classified for each of the ff.:


Heavy Gear Combat:

Physical Combat by Heavy Gears:

Unlike other combat machines, Heavy Gears (And some varieties of Strider) are capable of Physical combat other than ramming. In this effect, they act much like their Human equivalents in a brawl.
A Heavy Gear's Physical Attack rolls depend on The Piloting Skill of it's pilot. The Piloting Skill of the Pilot, plus Modifiers for the Gear's Maneuverability, act somewhat like a person's DX roll.

Combat Maneuvers:

PUNCHING: Roll the Piloting Skill. Only machines with Arms (It must be noted whether the arms are capable of punching, first. A tool arm, for example is effectively useless as a punching weapon.) can punch. Damage is Thrust/Crush Based on Arm ST. Reach is normally equal to (HT/20) +1 Hexes.

KICKING: This may only be done by vehicles with Leg Motive Systems. Roll the Piloting Skill -2. After every kick, one must roll Piloting -2 again to avoid falling. Kicks do Thrust/Crush damage +2 at the Leg's HT level (HT substitutes for ST). Kicking Range is (Leg HT/20) +1 Hexes.

PARRYING/DODGING/BLOCKING: Parrying is 2/3 piloting skill for an unarmed Heavy Gear. Heavy Gear Knife Parries are 1/2 Piloting Skill -1. Parry with Vibromachete or vibrosaber is 1/2 Piloting skill. Blocking is only used if the Gear has a shield (Or a reinforced armor arm), in which case blocking is 1/2 Piloting skill. A Gear dodge depends on it's speed as well as its pilot; it needs two rolls. First is a piloting roll, to see if the pilot reacts in time. Second, the Gear's dodge which is equal to its Acceleration speed rounded down. Add this to the PD of the Gear's armor for the dodge roll.

GRAPPLING and THROWING: Roll Piloting Skill to grapple, using the Grappling rules from the Basic Set. Throwing small objects like Hand Grenades, etc. only require the Piloting Skill. Throwing Larger Objects such as an enemy Gear will depend on the Strength of the Gear Throwing it, i.e. A 956hp, 9210kg "Grizzly" Heavy Gear can Throw a 360hp, 5100kg "Iguana" Heavy Gear easily, but the Iguana can't possibly throw a Grizzly--And that's assuming the Grizzly is cooperative. GM's Discretion and common sense on this. Anybody attempting a Judo-style throw, look at Martial Arts, below.

STOMPING: This is fairly easy to do if the opponent is directly beneath you. Roll Piloting Skill. The maximum Size that a Gear can stomp on or cross over is determined this way: (Total Volume/2 x # of Legs) Stomping does Thrust/Crush damage according to the Leg's HT. Stomping a much larger object is considered a collision.

COLLISION: Collisions include head-to-head crashes and Stomping vehicles. Damage inflicted is Equal to (Body HT x Total Collision Speed in Mph)/1000 rounded up. A stomping Gear will take Damage to its legs rather than its front. In Head-to-head collisions, total collision speed is equal to the sum of both vehicles' speeds.

JUMPING: (This is not the same as using jump jets) Roll a Piloting Skill. Distance is determined by The Strength of the Gear's Engine and Legs (In this case, Leg HT). Roll the Skill again to make a safe landing. A failed roll merely means you are off-balance, and must roll again to avoid falling over. A roll failed by 3 means you Do fall over, and might possibly have damaged the Gear's Leg actuators. A Critical Failure is painful: You effectively crush your Gear as the legs collapse under it's own weight, or the Engines blow from the strain. A Jumping Kick will add a -3 to the roll [Damage is Kicking Damage+2]. Jumping stomps will add -2 to the roll [Treat as a collision, adding the speed at which the Gear falls to collision speed].

MELEE WEAPONS: Heavy Gear Melee Weapons require a separate skill roll (Knife or Shortsword). Majority of Heavy Gears carry at least one melee weapon and training with it is a part of Heavy Gear Pilot training.

MARTIAL ARTS: Sadly for most people, a Knowledge in Martial Arts has no effect on a Heavy Gear's Brawling. Knowledge of Martial arts (Boxing,Karate, Judo, or the like...)may give the Gear pilot some flashy ideas on how to take down or damage an opponent, but the actual Maneuver will be from the Pilot's skill roll, with modifiers as the GM sees fit. Treat it this way: If the PC wants to try something from martial arts, Roll his (Karate/Judo/Boxing...) Skill (in secret if desired) to see if he knows the maneuver (GMs with GURPS Martial Arts can use the Maneuvers listed there to determine modifiers...If it is not taught in his style, he doesn't know it. Period.) If he succeeds, Roll Piloting as you would normally, with the appropriate modifiers. If he fails, His attack will be anywhere from -2 to -4. A critical failure means he fouls up big time, probably falling flat on his face when he insists on executing the maneuver anyway--(His opponent WILL go down all right---laughing his head off.) If he doesn't know the technique but tries it anyway, Give a -4 to his Piloting roll for the attack.

[GM note: This rule is included only in the event that your PCs get any fancy ideas... Heavy Gears are supposed to work in the REAL world, not a Cartoon one. However, as always, it is up to the GM's discretion on these matters.]



Feel free to download this.For more comments and suggestions, Please forward all E-mail to: wavehawk

Back

Part Two

Part Three

GURPS

Dream Pod 9

This Website powered by Geocities. Get your own Free Homepage now!
1 1