Options for GURPS Mecha
GURPS Mecha is probably one of the most flexible mecha-design systems
on the market. However, there's still room for improvement; following
are some ideas for making GURPS Mecha even more versatile.
This is very much a work in progress; comments and criticism are
strongly encouraged; send them to traveler@io.com.
Table of Contents
- Indroduction
- Table of Contents
- Miscellaneous
- Hybrid Subassemblies
- Postures
- Superpowered Mecha
- Battlesuits
- Non-human battlesuits
- Cheesecake Armor
- Innerwear
- Lightweight Battlesuit Systems
- Adjustable Battlesuit Systems
- Pilot-Augmented Battlesuits
- Compact Lifesystems
- Transformable Mecha
- Speed of Transformation
- Transformable Subassemblies
- Combining Subassemblies
- Restricting Components by Configuration
- Transformable Crew Stations
- GURPS Vehicles
- Nanotech-based Transforming Systems
- Combining Mecha
- Core/Shell Mecha
- Revised rules for Super Combining Mecha
- Sub-Mecha
- The Combination Mecha
- Statistics and Performance
- Variant rules for Super Combining Mecha
- Sub-Mecha
- Combination Mecha
Miscellaneous
- Hybrid Subassemblies
- Postures
- Superpowered Mecha
Hybrid Subassemblies
Following are a couple of ideas for making a mecha's subassemblies
more versatile.
Arm motor options:
- Motive Arm
- A motive arm can double as a leg, providing an additional
ST/300 kW of Motive Power. Compute ground performance for the
various combinations of motive arms and legs, noting that there
must always be at least two walking limbs in use, or none at
all. Double the cost of the Arm Motor. This option is
incompatable with the Striker Arm option.
- Ornithopter Arm
- Ornithopter arm motors must be placed in Wing subassemblies,
and must be purchased in pairs. The pair can act as an
ornithopter drivetrain with a motive power equal to their
combined ST/300. Double the cost of the arm motor. This option
can be combined with Motive Arm to define a wing that can be
walked on and which has a manipulator on the end. This option
is incompatable with the Striker Arm option.
Ornithopter leg drivetrains:
An ornithopter leg drivetrain is placed in wings, just like a regular
ornithopter drivetrain; however, it allows the wings to double as
legs; compute ground performance for the various combinations of wings
and legs, noting that there must always be at least two walking limbs
in use, or none at all. An Ornithopter leg drivetrain weighs the same
as a leg drivetrain for the same TL, but costs twice as much.
Postures
The traditional mecha design has an upright posture, just like humans;
however, there are a few designs out there that are built
comparatively low-to-the-ground, more in line with a traditional
vehicle. This rule is rated X because it changes the performance of
numerous existing Mecha designs that are fine as is.
A mecha can be designed with one of two postures:
- Horizontal:
- This is actually something of a misnomer; the craft does not
neccessarily travel along the ground on four legs and with no
arms; however, it is built very low to the ground, making it
fairly stable and difficult to hit; attempts to target or scan
it from the front or back are at a -1 penalty. The biggest
drawback to it is that, unless the pilot is likewise built
hunched over, there is no species-compatability bonus available
for this design. This is the default for most vehicles.
- Upright:
- The mecha's body towers into the air. The higher center of
balance gives the craft a +0.25 MR and a -1 SR; in addition,
attacks from above or below the mecha are at a further -1
penalty. Note that, in order to be species-compatable with a
human, a mecha must have an upright posture. This is the
default for most mecha.
There is no additional cost or weight for selecting any given posture;
although human battlesuits, being species-compatable automatically,
must have an Upright Posture. Transforming Mecha can (and usually do)
have different Postures in each configuration; in general, the legged
mode will be Upright, while the vehicle mode will be Horizontal.
- Example 1
- The Kuonichi 5's "humanoid" configuration has an Upright
Posture, while its "van" configuration has a Horizontal
Posture.
- Example 2
- The Stormhawk's "humanoid" configuration has an Upright
Posture, while its "raptor" and "plane" configurations have
Horizontal Postures.
- Example 3
- The Kamen Panzer's "humanoid" configuration has an Upright
Posture, while its "cycle" configuration has a Horizontal
Posture.
Superpowered Mecha
Some of the stunts pulled by mecha in some anime belong more in the
realm of superheroes than in giant robots; there are mecha that absorb
incoming attacks to recharge their power cells, mecha that are capable
of creating duplicates of themselves at a moment's notice; mecha that
reflect attacks back at the attacker... Instead of trying to convert
each of these into components or surface features, I would suggest
simply purchasing the appropriate Advantages for the mecha with
appropriate gadget modifiers, which can be found in GURPS Supers.
Alternatively, you could check out J.C.Connor's Super Robots article,
an expansion of an old Roleplayer article concerning the design of
robots using GURPS Supers.
Battlesuits
- Non-human battlesuits
- Cheesecake Armor
- Innerwear
- Lightweight Battlesuit Systems
- Adjustable Battlesuit Systems
- Pilot-Augmented Battlesuits
- Compact Lifesystems
Non-human battlesuits
The battlesuit system as currently described works fine for humanoids,
but fails to account for non-human species. The following are
guidelines for how to design a battlesuit for other species.
- Start by determining a battlesuit's proportions: Find each location
that the subject has on the table below, and make a note of the
Proportion Rating of each as well as the total Proportion Rating:
Location | Proportion Rating |
Body | 10 |
Flexibody | 16 |
Head | 2 |
Arm | 1 |
short | -0.5 |
long | +0.5 per hex |
Striker | 0.5 |
extra reach | +0.5 per hex |
Leg | 6/(number of legs) |
Ornithopter Wing | 6/(number of wings) |
- Example 1:
- A 150-lb human has a body (10), a head (2), two arms (1 each),
and two legs (3 each). The total proportion rating is
10+2+1+1+3+3=20.
- Example 2:
- A 50-lb winged snake has a snake-like body (16), a head (2),
and two wings which double as two-hex strikers (higher of 3
each or 1.5 each). The total proportion rating is 16+2+3+3=24.
- Example 3:
- A 300-lb octopoid has a body (10) and 10 arm/legs - each with
an extra hex of Reach (higher of 0.6 or 1.5). the total
proportion rating is 10+1.5+1.5+1.5+1.5+1.5+1.5+1.5+1.5+1.5+1.5=25.
- For each location in the battlesuit, install an appropriate Battlesuit
Control Component:
- Weight:
- 1.2 × Pilot Weight × (location's proportion rating/total
proportion rating).
- Volume:
- Pilot Weight × (location's proportion rating/total proportion
rating) / 50.
- Cost:
- ($3000 + $20 × Pilot Weight) × (location's proportion
rating/total proportion rating); halve it at TL9, and again at
TL10+.
- Power:
- Negligible.
- Example 1:
- The various battlesuit control components for the human's
battlesuit are:
- Body Control Component: Weighs 1.2 × 150 × (10/20)=90 lbs;
volume = 150 × (10/20)/50=1.5 cf; price = ($3000 + $20 × 150)
× (10/20) = $3000.
- Head Control Component: Weighs 1.2 × 150 × (2/20)=18 lbs;
volume = 150 × (2/20)/50=0.3 cf; price = ($3000 + $20 × 150)
× (2/20) = $600.
- Arm Control Component (per arm): Weighs 1.2 × 150 × (1/20)=9
lbs; volume = 150 × (1/20)/50=0.15 cf; price = ($3000 + $20 ×
150) × (1/20) = $300.
- Leg Control Component (per leg): Weighs 1.2 × 150 × (3/20)=27
lbs; volume = 150 × (3/20)/50=0.45 cf; price = ($3000 + $20 ×
150) × (3/20) = $900.
- Example 2:
- The various battlesuit control components for the winged
snake's battlesuit are:
- Body Control Component: Weighs 1.2 × 50 × (16/24)=40 lbs;
volume = 50 × (16/24)/50=0.67 cf; price = ($3000 + $20 times; 150)
× (16/24) = $2666.67.
- Head Control Component: Weighs 1.2 × 50 × (2/24)=5 lbs;
volume = 50 × (2/24)/50=0.08 cf; price = ($3000 + $20 × 50) ×
(2/24) = $333.33.
- Wing Control Component (per wing): Weighs 1.2 × 50 ×
(3/24)=7.5 lbs; volume = 50 × (3/24)/50=0.125 cf; price =
($3000 + $20 × 50) × (3/24) × $500.
- Example 3:
- The various battlesuit control components for the octopoid's
battlesuit are:
- Body Control Component: Weighs 1.2 × 300 × (10/25)=144 lbs;
volume = 300 × (10/25)/50=2.4 cf; price = ($3000 + $20 × 300)
× (10/25) = $3600.
- Arm/Leg Control Component (per tentacle): Weighs 1.2 × 300 ×
(1.5/25)=21.6 lbs; volume = 300 × (1.5/25)/50=0.36 cf; price
= ($3000 + $20 × 300) × (1.5/25) = $540.
If one or more of the pilot's head and/or limbs is placed in the
battlesuit's body, the appropriate control component must also be
placed in the body. Note that when the volume of the battlesuit's body
exceeds 10 × the Body Control System's volume, this must be done with
every location, turning the suit into a Master-Slave model.
Also note that part of the pilot need not be inside the battlesuit;
for instance, the battlesuit might leave the pilot's head exposed.
When this is done, the appropriate control component is not used.
Note: if any of the pilot's legs are thus exposed, all of them must
be, and the pilot must rely on his own movement capabilities, counting
the battlesuit's weight as encumbrance; likewise for wings.
Cheesecake Armor
Cheesecake Armor is unlikely to be used by anyone as is;
Open-Frame Armor weighs 20% as much, and is superior in many ways
(i.e., it protects fully against collisions, falls, rolls, or swinging
melee attacks); and similar in concept. rewrite Cheesecake Armor as a
compromise between Open-Frame Armor and normal armor (say, has a
4-in-6 chance to protect against thrusting
attacks/beams/arrows/bullets/etc, and protects as 1/2 DR vs. Flamers,
Explosions, and Wave Projectors.)
Innerwear
The battlesuit is designed to attach to a specially-modified suit of
body armor. Include the weight of the pilot's armor when determining
the pilot weight. The pilot must now be wearing the specially-modified
body armor before he can don the battlesuit.
Lightweight Battlesuit Systems
Allow the designer to reduce the weight of a battlesuit system to a
base of 1.1 × pilot weight at TL11, or reduce the weight to 1.05 ×
pilot weight at TL12.
Adjustable Battlesuit Systems
At TL11, lower the minimum weight that a pilot can have to one-third
of the pilot weight.
Pilot-Augmented Battlesuits
Any battlesuit with total volume no greater than (pilot weight/25) cf
can be designed so that rather than the motors moving everything, the
motors merely match the wearer's movements; the result is a suit of
armor which seems to be weightless. The advantage of this is that the
pilot weight is not counted into the loaded weight of the armor,
and that half the pilot's ST is added to the ST of the vehicle. The
disadvantage of this is that the battlesuit's speed cannot exceed the
running speed of the pilot.
Compact Lifesystems
The statistics for the Full Lifesystem given under battlesuits are
identical to the ones given for cockpits; this is not a good thing,
because a mecha's lifesystem needs to handle a much larger volume than
the battlesuit version does. Reduce the stats to 10 lbs, 0.2 cf, and
$100 for battlesuits only.
Justification: This modification was based off of MA Lloyd's Vehicles
Additions for Chapter 6. At one gallon per day, the water-recycling
aspect of a battlesuit's full lifesystem is only a small fraction of
the entire unit: At TL7, 1.2 gallons per day translates to 0.05 gallons
per hour; the equipment would weigh 0.1 lb, take up 0.002 cf, and cost
$5. Add a quart of water for a further 2.5 lbs, 0.0375 cf and, $0.50
and an Environmental Control for another 5 lbs, 0.1 cf, and $50. If we
assume that TL11 full water recycling and environmental control are no
better than their TL7 equivelents (an arguably pessimistic assumption),
these systems account for, at most, 38% of the weight, 14% of the
volume, and one-ninth of the cost of a TL11 full lifesystem. What's
left is the air system. Apply the air mask option to it, and you can
effectively halve the full lifesystem's weight, quarter its volume, and
divide its price by five without being in any danger of violating these
(probably overly severe) limits.
Transformable Mecha
- Speed of Transformation
- Transformable Subassemblies
- Combining Subassemblies
- Restricting Components by Configuration
- Transformable Crew Stations
- GURPS Vehicles
- Nanotech-based Transforming Systems
Speed of Transformation
It's difficult to believe that a 1-cf mecha and a 1,000,000-cf Mecha
can complete a transformation in the same amount of time. Thus, I
would like to propose the following rules-change: for every 500 cf of
total volume (round to nearest), a mecha requires one second to
transform, with a minimum transformation time of two seconds.
Transformable Subassemblies
A Transforming Mecha can be designed so that their subassemblies
transform when they do - for example, one configuration's arm becomes
another configuration's leg. Following is a summary of possible
subassembly transformations:
- arm to leg
- Build as an arm. In any configuration where it acts as a leg,
it adds arm ST/300 to ground motive power.
- arm to wing
- Build as a wing, but place an arm motor in it. The arm motor
can be modified to act as an ornithopter drivetrain in
configurations using wings; multiply arm motor cost by 1.5.
When doing so, the arm motor adds its ST/300 to ornithopter
motive power.
- arm, leg, wing, or turret to pod
- build as an arm, leg, wing, or turret as appropriate.
- arm, leg, or wing to turret
- build as an arm, leg, or wing as appropriate, and include the
correct amount of turret rotation space in the body (5% for
limited-traverse, 10% for full-traverse).
- leg to wing
- build as a wing, but place a leg drivetrain in it. The leg
drivetrain can be modified to act as an ornithopter drivetrain
in the appropriate configurations; multiply its cost by 1.5.
- motive arms to arms or legs, ornithopter arms to arms or wings,
ornithopter legs to legs or wings
- build normally, then include the component restricted by
configuration bug (below) to eliminate the appropriate
capabilities.
Combining Subassemblies
A subassembly doesn't have to fold against the body; any other
subassembly will do quite nicely. A few complications occur when you
do this, however:
- When an arm is folded against a leg, an ornithopter wing, or a
flexibody, increase the other subassembly's motive power by Arm
ST/300.
- When a leg or ornithopter wing is folded against an arm, increase
the Arm ST by 80 × leg or wing motive power. Alternatively, they
may form a motive arm or ornithopter arm; multiply the cost of
both the arm motor and the drivetrain by 1.5 if you want this
option. If an arm is combining with both a leg _and_ a wing in
this fashion, multiply the costs of all three by 1.5.
- When arms are folded together, add their Arm STs together.
- When a leg or ornithopter wing is folded against a leg,
ornithopter wing, or flexibody, add its motive power to the other
location's motive power. Alternatively, a leg that combines with
an ornithopter wing might form a walking ornithopter wing;
multiply the cost of both drivetrains by 1.5.
Restricting Components by Configuration
This bug is only available to a mecha with a transforming structure.
In one or more configurations, one of the mecha's components is either
rendered useless or has its performance seriously downgraded. Note
that the Kamen Panzer has this bug, and is unable to use its thrusters
while in cycle mode.
Transformable Crew Stations
Transformable mecha can be designed with cockpits that reconfigure
when they do. This feature is most often used by battlesuits to
transform into motorcycles...
- Transforming Convertibles
- A mecha with a transformable structure can be designed so that
the cockpit is exposed in certain configurations. There is no
additional cost for this feature.
- Transforming Cycles
- Mecha can transform into a mode where the cockpit or battlesuit
system opens up to form a cycle seat (note that this is the
only way that a mecha with a standard battlesuit system can
transform); in the configuration with the cycle seat, subtract
half of the "area" of the cockpit or battlesuit system from the
body's surface area for performance calculations. Note also
that this could radically change the statistics and performance
of existing transforming battlesuits (the Kamen Panzer, for
instance, will reduce its surface area by a further 7.5 for
performance purposes).
GURPS Vehicles
GURPS Vehicles allows for the creation of a much broader range of
designs than GURPS Mecha does; following are some notes for how to
adapt the Transformable Mecha rules for vehicle types other than
wheeled and winged.
Vehicle Subassemblies: Motive and Flight subassemblies can be folded
away just like arms, legs, pods, turrets, and wings; superstructures,
masts, and gasbags pose much more of a problem, and should only be
introduced to a transforming mecha with extreme care. No more than one
motive subassembly can be unfolded at any time (note that all of a
mecha's legs are considered a single subassembly for this purpose).
Propulsion and Lift Systems: Sails and drivetrains can only be used
while the appropriate subassemblies are unfolded (flexibody
drivetrains can only be used when all motive subassemblies are
folded). Other propulsion systems can be used in all modes unless
specifically prohibited by the Component Restricted by Configuration
bug.
Performance: Calculate each mode's performance as per GURPS
Vehicles, subtracting half the area of all folded subassemblies when
computing Aerodynamic and Hydrodynamic Drag.
Nanotach-based Transforming Systems
GURPS Robots provides a great system for designing some of the more
outlandish transformable mecha out there. Optional: At TL15, it
becomes possible to store large portions of the item's mass as energy,
allowing the size and weight of the item to vary with the
configuration in use; compute everything as for TL11-14, except that
weight and volume are now based on the configuration in use.
Combining Mecha
- Core/Shell Mecha
- Revised rules for Super Combining Mecha
- Variant rules for Super Combining Mecha
Core/Shell Mecha
There is a lot of similarity between a Core/Shell Mecha design and a
battlesuit design; the Shell Mecha is effectively a Master-Slave
Battlesuit design with the Core Mecha as its pilot, and the "core
system" is a master/slave battlesuit system in all but name.
Design the Shell Mecha of a Core/Shell Mecha pair exactly as you would
design a master/slave battlesuit, substituting Core Mecha Loaded
Weight for Pilot Weight, and setting the core system's volume equal to
the Core Mecha Total Volume.
Alternately, you could design a "wrap-around" Core/Shell Mecha in the
same manner as you would design a standard Battlesuit, except that it
requires a volume in each of its subassemblies equal to the volume of
the equivelent Core Mecha subassembly's volume.
Also note that, if the Core Mecha is a Battlesuit, the combined
Core/Shell mecha should also be considered a battlesuit for such rules
as the Handling Modifier listed on p.ME97; base the final Handling
Modifier on the difference between the Shell Mecha's Size Modifier and
the Core Battlesuit pilot's Size Modifier.
Revised rules for Super Combining Mecha
- Sub-Mecha
- The Combination Mecha
- Statistics and Performance
The following rules are a hybrid of the rules from the first playtest
draft and the ones from the finished product; they are what I wish I
had proposed during the final proof playtest, and are far superior to
what finally made it into the book.
Sub-Mecha
First, design the "sub-unit" mecha. These are mecha that make up the
big machine. Each sub-mecha is built as a transforming mecha, with one
of its modes being set aside for each combined mecha that it is a part
of; battlesuits are generally not allowed, although an exception might
be made for a master-slave battlesuit.
The Combination Mecha
To design the combined mecha, start by deciding what subassemblies the
combined mecha will have. Next, mate the various bodies and
subassemblies ("locations") of the submecha to locations in the
combined mecha: every location in each of the sub-mecha must be
designated as "mated" with a single specific location in the combined
mecha, and every location in the combined mecha must have at least one
sub-mecha location mated with it. There are a few restrictions:
- A combined-mecha wheel subassembly can only have sub-mecha wheels
mated to it, and the combined volume of the mated subassemblies
must equal at least 10% of the combined-mecha body volume.
- A combined-mecha wing subassembly can only have sub-mecha wings
mated to it, and the combined volume of the mated wings must equal
at least 60% of the combined-mecha body volume.
- A combined-mecha arm or leg should have at least one sub-mecha arm
or leg mated to it; failing that, it must have at least one
sub-mecha body with a wheeled drivetrain mated to it.
Statistics and Performance
- Statistics
- To find the combined mecha's loaded weight, empty weight,
loaded mass in tons, and volume, simply add up the appropriate
statistics from the various sub-mecha. Calculate the Size
Modifier and dimensions from the combined mecha's volume.
- Motive Power
- If the Combined mecha has legs, the combined mecha has a motive
power equal to the combined motive power of every sub-mecha
drivetrain in a location mated to a leg + (the combined ST of
every arm motor in a location mated to a leg)/300. If it has
wheels, the Combined Motive Power is equal to the combined
motive power of every sub-mecha drivetrain in a location mated
to the body + (the combined ST of every arm motor in a location
mated to the body)/300.
- Body ST and HT
- The combined mecha's Body HP, for the purposes of calculating
HT and Body ST only, is equal to the HPs of the largest
location mated to the body plus half of the total of the HPs
from every other location.
- Body ST is equal to (combined Motive Power - combined loaded
tonnage) × 80, with a minimum of half Combined Body HP and a
maximum of twice Combined Body HP.
- The Combined Mecha's Structural HT = (200 × Combined Body
HP/Combined Loaded Weight) + 5.
- Arm ST
- Arm ST is the combined ST of every arm motor in a location
mated to the arm + 80 × (the combined motive power of every
sub-mecha drivetrain in a location mated to the arm).
- Performance
- Calculate the Combined Ground Performance off of the Combined
Motive Power.
- Calculate the Combined Aerial Performance off of the total
thrust of every available thruster and the sum of every
sub-mecha's drag.
- Calculate the Combined Space Performance off of the total
thrust of every available thruster and the combined weight of
the mecha. The combined mecha is space-capable if every
sub-mecha is space-capable.
- Stealth, IR Cloaking, and Chameleon Systems
- Use the lowest available levels of Stealth, IR Cloaking, and
Chameleon Systems.
- Transforming
- Sub-mecha cannot transform while forming part of the combined
mecha.
Variant rules for Super Combining Mecha
- Sub-Mecha
- Combination Mecha
The following was rescued from the first-draft GURPS Mecha playtest
files; in an over-the-top style game, it is superior to the rules that
made it into the final book. Many thanks to David Pulver for his fine
work!
Sub-Mecha
First, design the "sub-unit" mecha. These are mecha that make up the
big machine. Each must be drivable mecha with at least one cockpit;
battlesuits are generally not allowed, although an exception might be
made for a master-slave battlesuit.
Combination Mecha
Second, design a "Combined Mecha." While building it, make sure of the
following:
- It should be the same TL as the sub-unit mecha.
- Use a target weight. Its final weight should be equal to the
combined design weights of all sub-unit mecha (this restriction
gets lifted at TL15).
- The combined mecha should not have any guns or missile launchers
that use different ammunition than the sub-mecha. It must be given
the combined ammunition load of all the sub-mecha and no other
ammunition.
- The combined mecha should not have any thrusters or power plants
that use different fuel than any of the sub-mecha do. It must be
given the combined fuel reserves of all the sub-mecha and no other
fuel.
- The combined mecha uses the same cockpits as the sub-mecha. That
is, the combined mecha must have the same number and type of
cockpits as all of the submecha have.
- The combined mecha must be given the combined cargo of all the
submecha and no other cargo.
Third, after all of the mecha have been designed, it's time for the
difficult bit. Every body or subassembly ("location") in each of the
sub-mecha must be designated as "mated" with a single specific
location in the combined mecha. The sub-mecha location containing the
cockpit can only mate with the location on the combined mecha that
contains the equivelent cockpit. Finally, every location in the
combined mecha must have one or more sub-mecha locations mated to it.
Finally, the cost of each sub-mecha equals 2 × (it's figured cost +
the cost of the combined mecha/the number of sub-mecha). In rare
cases, a mecha might be a sub-mecha in more than one combining mecha;
if this is the case, the cost of a given sub-mecha is (number of
combined mecha it can participate in) × (its base price + (first
combined mecha's price/number of submecha) + (second combined mecha's
price/number of submecha) + ...).
Credits
Thanks to the following people for their contributions:
- Barbarian <brbarian@tezcat.com>
- For his insights on Motive Arms
- Anthony Jackson <ajackson@iii.com>
- For ideas concerning pilot-augmentation battlesuits
- MA Lloyd <malloy00@io.com>
- For his Vehicles Second Edition Additions
- Lizard <lizard@dnai.com>
- For ideas concerning cinematic transformers
Dataweaver <traveler@io.com>