HTML Version 2.0
Revised Version: September 22, 1999
Disclaimer:
Foreword:
Background:
Conversion notes:
Skills:
Piloting(Heavy Gear) P/A
Defaults to IQ-5, DX-5 or other Piloting(Heavy Gear)-2
Piloting(Strider) P/A
Defaults to IQ-5, DX-5 or other Piloting(Strider)-2
Paradropping(Heavy Gear) P/H
Prerequisite: Piloting(Heavy Gear)
No Default
Shortsword(Heavy Gear) P/E
Prerequisite: Piloting(Heavy Gear)
No Default
Fast Draw(Weapon) P/E
Prerequisite: Piloting(Heavy Gear) at 14+
No Default: Must specialize
Speed-Load(Weapon) P/E
Prerequisite: Piloting(Heavy Gear) at 12+
No Default: Must specialize
Electronics Operation(Electronic Warfare) M/A
Defaults to IQ-5 or appropriate Electronics-3
Electronics Operation(Communications) M/A
Defaults to IQ-5 or appropriate Electronics-3
Gunner(Must Specialize) P/A
Defaults to DX-5 or other similar Gunner skill -2/-4
Physical Combat by Heavy Gears:
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
This Website powered by Geocities. Get your own Free Homepage now!