GURPS BattleTech
Gameplay Conversions
GURPS BattleTech
Gameplay Conversions
Equipment
Equipment Ratings
The campaign starts in 3034, when high tech items are rarer than in MW 3E. Technology levels A (Primitive), B (Low), and C (Medium) are as stated in the rules. Technological level D (High) items have +1 Availability and +1 Legality. Technological level E (Advanced) items have +3 Availability and +3 Legality. Technological level F (Hyper-advanced) items are not available. If an item's Availability is pushed fast F (Unique) it is likewise unavailable (except via a special quest or adventure). An item's legality cannot be pushed past F (Highly Restricted).
Starting characters have access to Tech Level C/Availability B/Legality B equipment. This is modified by the Well-Equipped trait.
Equipment Prices
Assume all prices are in local currency rather than C-bills.
Tech Level: Double price for each tech level above character's base.
Availability: Double price for each availability level above character's base. Scrounge checks are required to find item, at a penalty equal to:
– (Availability of item – Availability base of character – 1) x 4
In other words, one level above is a normal Scrounge check with a –4 penalty per additional level. A critical success also halves the price. A critical failure means that the character is blacklisted.
Legality: Double price for each legality level above character base. Politics checks are required to get through the paperwork, at a penalty equal to:
– (Legality of item – Legality base of character – 1) x 4
In other words, one level above is a normal Politics check with a –4 penalty per additional level. A critical success also halves the price. A critical failure means that character is blacklisted.
MechWarrior Legality to GURPS Legality Classes
A (Unrestricted) = None
B (Monitored) = LC4 (Open)
C (Licensed) = LC3 (Licensed)
D (Controlled) = LC2 (Restricted)
E (Restricted) = LC1 (Military)
F (Highly Restricted) = LC0 (Banned)
Skills
•Diplomacy: can be used instead of Politics but double price.
•Merchant: Reduce extra price by 10% per point of success. Can only roll once. Increase extra price by 10% per point of failure. Critical success reduces total price to 90% of base. Critical failure is x2 to extra price. If there is no extra price then use standard Merchant check, which is a Quick Contest of Skill vs 9 + 2 per Tech/Availability/Legality level above C with the winner changing base price by 10%
•Politics: see Legality section.
•Scrounge: see Availability section.
•Streetwise: can be used instead of Scrounge, but double price.
Traits
•Contact: +2 to Politics or Scrounge check per point of Contact . Can only use bonus for one roll, or can split bonus between two rolls.
•Reputation: Military-type and High Society-type reputations affect Legality check. Street and Underworld-type reputations affect Availability check.
•Military Rank: affects Legality check.
•Status: Status – 2 affects Legality check.
Weapons
Use MechWarrior 3E prices and Legality. For all other statistics use the equivalent GURPS 4E weapon as follows:
Archaic Weapons
Compound Bow
(Skill=Bow) [Cost=15/2] {Weight=2 lb} = Composite Bow
Crossbow (Crossbow) [10/1] {4} = Crossbow
Knife/Dagger/Bayonet (Knife) [8] {0.5} = Large Knife
Sword/Katana (Broadsword) [30] {7} = Bastard Sword or Katana
Club (Staff) [-] {4} = Quarterstaff
Vibroblade (Knife) [100/1p] {1} =
Knife with damage sw-1 cut/thr+1 imp
Vibrosword (Broadsword) [300/1p] {9} =
Katana with damage sw+4 cut/thr+4 imp
Stunstick (Broadsword) [200/1p] {0.5} = Stun Gun
Slug-Throwers
Revolver (Pistol) [40/1] {1} = TL7 Revolver, .44M
Auto-Pistol (Pistol) [50/2] {1} = TL8 Auto Pistol, .40
Hold-Out Pistol (Pistol) [20/1] {0.5} = TL7 Holdout Pistol
Mydron (SMG) [100/4] {3} = TL7 Machine Pistol, 9mm
Sternsnacht (Pistol) [2001] {6} = TL8 Auto Pistol, .44M
Bolt-Action Rifle (Rifle) [60/1] {7} = TL6 Bolt-Action Rifle, 7.62mm
Automatic Rifle (Rifle) [80/2] {9} = TL7 Assault Rifle, 7.62mmS
Federated Long Rifle (Rifle) [120/3] {11}
= TL8 Sniper Rifle, .338 with Dmg 8d+1 pi, Rng 1.2k/6.0k
Zeus Heavy Rifle (Rifle) [200/3] {18} = TL8 Sniper Rifle, .338
Submachine Gun (SMG) [80/5] {7} = TL6 SMG, 9mm
Rorynex RM-3/XXI (SMG) [80/10] {7} = TL6 SMG, .45
Imperator 2894A1 (SMG) [100/5] {9} = TL7 SMG, 9mm
Pump-Action Shotgun (Shot) [40/1/4] {9} = TL6 Pump Shotgun, 12G
Gyrojet Pistol (Gyroc) [450/1] {6} = TL9 Gyroc Pistol, 15mm
Gyrojet Rifle (Gyroc) [1250/100] {15} =
TL9 Gyroc Pistol, 15mm with damage 8d pi++, range 3800
Needler Pistol (Pistol) [50/1] {1} =
TL8 Auto Pistol, .44M with 3d(0.5) pi+, range 75/950, ST 10, Rcl 2
Needler Rifle (Rifle) [75/2] {2} =
TL7 Assault Rifle, 7.62mmS with damage 5d+1 pi+, range 200/1500
Energy Weapons
Laser Pistol (Pistol) [750/2p] {2} = TL10 Laser Pistol
Laser Rifle (Rifle) [1250/5p] {11} = TL10 Laser Rifle
Blazer Rifle (Rifle) [2190/10p] {15} = TL11 Blaster Rifle
Pulse Laser Pistol (Pistol) [1000/2p] {2} =TL10 Laser Pistol w ROF 20
Pulse Laser Rifle (Rifle) [2000/4p] {11} = TL10 Laser Rifle w ROF 20
Support Weapons
Grenade Launcher (GL) [290/**] {7} = TL7 Under-Barrel, 40mm
LAW (Light Anti-Armor Weapon) [350] {9} = TL7 RPG, 85mm
SRM Launcher (LAW) [1500/450] {66} = TL8 LAW, 84mm
Portable Machine Gun (LMG) [1000/10] {25} = TL7 SAW, 7.72mm
Support Machine Gun (LMG) [1750/50] {97} = TL6 LMG, 7.62mm
Support Laser (Projector) [10000/10p] {158} = TL11 Heavy Blaster
Explosives
Grenade (Throwing) [20] {1.5} = TL7 Fragmentation
Minigrenade (Throwing) [10] {1} = TL7 Concussion
Microgrenade (Throwing) [2] {0.5} = TL6 Concussion
C8 Blasting Block (Demolition) [50] {2} = TL^ Plasma
Satchel Charge (Demolition) [210] {10} =
TL^ Plasma with damage 6dx4(2) burn ex
Flare Pistol (Grenade Launcher) [25/2] {1} = TL5 Revolver, .36
Specialized Weapons
Man-Pack Flamer (Flamethrower) [100/2] {33} = TL6 Flamethrower
Flamer Pistol (Flamethrower) [50/1] {3} =
TL8 Auto Pistol, .40 with damage 2d burn, range 75/950
Heavy Flamer (Flamethrower) [200/200] {55} =
TL7 Assault Rifle, 7.62mmS with damage 5d+1 burn, range 200/1500
Sonic Stunner (Beam Weapon-Pistol) [100/1p] {1.5} =
TL8 Auto Pistol, .40 with Stun Gun damage, range 35/450
Accessories
Night Vision Scope = Scope, 4x, Thermal Imaging, TL8 (p. 289)
Telescopic Scope = Scope, 4x, TL6 (p. 289)
Armor
Use MechWarrior 3E prices and Legality.
MW Coverage to GURPS Location
Head = Head
Torso = Body
Arms = Arms
Legs = Legs
Feet = Feet
Full = Full Suit + Head
Note: MW 3E base rules have no Hand armor other than Full.
Flak Armor: DR 7
Suit: Wt 40, Torso + Limbs
Ablative Armor: DR 10 vs burn, DR 2 otherwise
Ablative/Flak Armor: DR 10 vs burn, DR 7 otherwise
Ballistic Plate Armor: as TL 9 Tactical Suit (DR 20/10*)
Leather or Synthetic: DR 1*
Heavy Combat Gloves: TL9 Ballistic Gloves (DR 8/2*)
Combat Boots: TL7 Reinforced Boots (DR 5/2)
Elemental Battle Armor: TL9 Battlesuit (DR 70/50)
Inner Sphere Battle Armor: TL9 Combat Hardsuit (DR 50/30)
Combat Helmet: TL7 Frag Helmet with visor (DR 5, 1)
Other Equipment
Advanced Field Kit (Good Quality) +1 to Survival
Advanced Medical Kit: (Fine Quality) +2 to First Aid
Electric Bike: TL 7 Scooter (p 464)
Jump Pack: ???
Motor Bike: TL7 Heavy Bike (p 464)
Motor Bike x4 price: TL 8 Sports Bike (p 464)
Skimmer: TL^ Grav Bike (p 465), use Driving (Hover) skill
Compact Electric Ground Car:
Hovercar: TL^ Grav Jeep (p 465), use Driving (Hover) skill
Truck: TL6 2-1/2 Ton Truck (p 464)
Heavy Cargo Hauler: TL8 Semi-Truck (p 464)
Upgrade kits are 1/4 base price for +1, Good upgrade kits are base price for +2, Fine upgrade kits are base price x5 for +3. Requires Mechanic at 0/-2/-6 to install, respectively. Base time is 1/2/4 days, respectively.
Night Vision Goggles: TL8 Night Vision Goggles (p 289)
Night Vision Scope: TL8 Scope, 4x, Thermal Imaging (p 289)
BattleTech
GURPS BattleTech uses the standard Classic BattleTech Master Rules, Revised Edition rules. In general multiply any BMR modifer by –2 (negative two) to determine the corresponding GURPS skill modifier. The following MechWarrior skills are used in BMR combat:
Computer Operations to avoid Shutdown due to heat
Engineering to maintain balance on a modified Mech
Gunner for BMR Gunnery skill
Leadership to use the commander's Tactics skill
Driving and Piloting for BMR Piloting skill
Tactics for BMR Initiative (use Margin of Success/Failure)
Armoury, Electronics Repair, and Mechanic for BMR repair skills
Electronics Operations (Sensors) is used to spot things (Perception)
Group initiative is lowest Tactics skill. If there is a leader then it is the leader's Leadership or Tactics skill, whichever is lower.
Shutdown checks (Computer/Operations) have the following modifiers:
•Heat 14-17 (+4)
•Heat 18-21 (+0)
•Heat 22-25 (-4)
•Heat 26-29 (-8)
•Heat 30-33 (-12)
•+4 heat (-4)
Combat Actions (20070708)
You get two actions.
Walk = 0 actions
Run/Jump = 1 action
Sprint/Evade = 2 actions
Only one move action can be done each turn.
Fire = 1 action
Double Fire = 2 actions
Double Fire penalties (both shots):
Inner Sphere
0: Anti Missile System, AC/2, Machine Gun
-4: Flamer, Small/Medium Laser, Small Pulse Laser, AC/5 and 10, LB 10-X AC, Ultra AC/5, Narc Missile Beacon, SRM 2/4/6, Streak SRM 2
-8: ER Medium Laser, Large Laser, Medium Pulse Laser, AC/20, Gauss Rifle, LRM 5/10/15/20
-12: ER Large Laser, PPC, ER PPC, Large Pulse Laser
Clan
0: ER Small Laser, LB 2/5/10-X AC, Machine Gun, Ultra AC/2 and 5, SRM 2/4/6, Stream SRM 2/4/6
-4: ER Medium Laser, Flamer, Small/Medium Pulse Laser, LB 20-X AC, Ultra AC/10, LRM 5/10/15/20, Narc Missile Beacon
-8: ER Large Laser, ER PPC, Large Pulse Laser, Gauss Rifle, Ultra AC/20
Opportunity Action = 2 actions for 1
Fire during move = 2 actions for 1 fire
Aiming = 1 action for +2 to hit, max +8
Critical Success and Failure
Gunnery: A critical success entitles an extra BT crit check on the location hit (for missiles and other multi-hit ordanance, apply check to first rolled location). A critical success with a 3 roll is an automatic 12 on the BT crit check.
A critical failure jams the weapon. Gunnery roll to unjam during the next turn (so weapon is not available during current turn or next turn), A critical failure roll of 18 means that the weapon breaks down. This is a crit on the weapon that is the same effect as if the weapon had taken a critical hit from damage. Note that Lemon increases the severity of critical failures by one level: jams become crits and crits become weapon destroyed (all crits marked off).
Alternatively, a critical failure with an ally next to or in the same hex as the target means that you hit your ally. A critical failure with an 18 means you hit your apply and get an extra crit check.
Piloting: A critical success has no extra effect if the roll is made to avoid falling due to damage or to avoid pilot damage. Critical success for movement (such as to enter a building or deep water) reduce the Movement Point cost of the movement by one point (to a minimum of one) due to superior piloting. Critical success with a 3 roll reduces the MP cost by half rounding up but with at least one MP saving, to a minimum of one MP.
Critical failure for checks other than pilot damage automatically mean that the pilot damage check also fails (and the pilot takes 1d cr damage). Critical failure with an 18, or critical failure checking for pilot damage, doubles the damage a pilot takes (2d cr damage). Critical failure with an 18 when checking for pilot damage quadruples the damage a pilot takes (4d cr damage).
Group Initiative:
Step 1 - Leader Initiative (lowest of Strategy (Land) or Leadership)
Crit 3: Elements have +4 Move, +8 To-Hit
Crit: Elements have +2 Move, +4 To-Hit
Crit Failure: Elements have -2 Move, -4 To-Hit
Crit Fail 18: Elements have -4 Move, -8 To-Hit
Half of the differential (round down) is used as a bonus for Step 2.
Step 2 - Individual Initiative (Tactics)
Tie breaker goes to side which won initiative.
Step 3 - Conduct turn.
One element moves and attacks before next element moves and attacks.
Issue: Much easier to hit rear armor. Torso twists?
Issue: Clumps of people can choose specific order to move in.
GURPS to BattleTech damage
Compute separately for each bullet or attack. Every 30 points of GURPS damage equals one BT damage point. Fractional damage is ignored. No critical hits on a location roll of 2. Reasons: a 10d weapon should probably do one point of damage. Note that this is not the reverse of BT to GURPS damage because the reverse assumes the PCs take a grazing shot.
BattleTech to GURPS damage
The principle is that 3 points of BT pilot damage should bring a 10 HP character to 0, 6 points to -10 and possible death. Damage types are based on MW 3E (p. 127). Excess Heat should be less fatigue damage but at that point it is not playable.
Head Hit 1d cr
Fall: Successful Piloting Skill Roll 1d-3 cr
Fall: Failed Piloting Skill Roll 1d cr
Ammunition Explosion 2d burn
Excess Heat: Heat Scale 15-25 1d fat
... has Temperature Tolerance 1d-3 fat
... has Vulnerability (Extreme Temperatures) 2d fat
Excess Heat: Heat Scale 26+ 2d fat
... has Temperature Tolerance 1d fat
... has Vulnerability (Extreme Temperatures) 4d fat
Failed Ejection (12 yard fall) (HP * 16 / 100)d cr
... into pavement x2 damage
Crew Stunned (Vehicle) 2d cr
Crew killed, fuel tank hit,
or ammo/power plant hit 6d cr
Weapon attack against dismounted character BT dmg x 2d
Physical attack against dismounted character BT dmg x 2d cr
Ballistic weapons do pi++ damage, Missile weapons do cr ex damage, Energy weapons do burn damage.
Ejection
Automatic ejection only works for ammo explosions. Otherwise the PC has to eject as an action. For damage that would normally kill a MechWarrior (e.g. cockpit hit, head destruction), PCs can use their luck to make an ejection roll (one Edge per try). Success means that the PC ejected as a Failed Ejection whilst failure means that the PC died.
Repairs
See Technician skill conversion for skills to use for repairs.
Supplies
Advanced tech ammunition and armor is available from Altair at x2 cost. Advanced tech weapons, heat sinks, limbs, and other **replacement** items are available at x4 cost.
Modifications
For each set of exchanges:
If tonnage and crits do not change, standard Replace roll.
If tonnage or crits change, Replace at -4.
If tonnage and crits change, Replace at -8.
For each set of exchanges base time is 1/2 time to take out all old components or 1/2 time to put in all new components, whichever is greater. If multiple types of components are involved, the base skill (with appropriate modifier) is the worst for that character. Armor at one location is counted as one component.
Engineer (Mecha) is required if tonnage and/or crits changed, if more than two components were involved (e.g. the old one and the replacement), or if multiple locations are involved. On a failed roll apply the partial repair effect or a -2 modifier an appropriate skill when using that system. Only one component is affected this way unless it was a critical failure. Base time for this check is 4 times exchange time, done before the exchange is implemented.
Engineer (Mecha) modifiers:
Per component over 2 = -1
Per location over 1 = -1
Tonnage changed = -1 per 2 tons
Crits changed = -1 per crit
Repair of Destroyed Components (08/05/07)
Armor: Armoury (Vehicular Armor)
1/2 ton x MoS
Johan 15 Avg Repair = 40/216 = 18.5%
Wrigs 17 Avg Repair = 56/82 = 68.3%
Joey 25 Avg Repair = 120/307 = 39.1%
Kat 15 Avg Repair = 40/247 = 16.2%
Weapons: Armoury (Heavy Weapon)
-10 (Clan TL, -5 for Johan)
-10 Destroyed
Crits: +4, +2, -2, -6
Johan 10 L Pulse -13, M Pulse -11
Wrigs 18 ER LL -16
Joey 25 ER PPC -18, L Pulse -18, M Pulse -16, ER ML -16
Kat 10 L Pulse -18, M Pulse -16
Per point you miss it by (miss within 10) = -1 to hit
Heat Sinks: Mechanic (Mecha)
-10 (Clan TL, -5 for Johan)
-10 Destroyed
Johan 15 Heat Sink -15
Wrigs 18 Heat Sink -20
Joey 28 Heat Sink -20
Kat 15 Heat Sink -20
Scoring
v1.0
Characters score points for enemy units crippled or killed. Crippled is making a unit combat ineffective but the unit gets away or is the survivor in a winning side. Killed is either destroyed or rendered immobile and unable to cause any damage. Scores are as follows:
Mechs = tonnage
Vehicles = tonnage / 2
Infantry = 0
Scores are modified by:
Score = vehicle score x Avg veh score of side / Character vehicle score
For example: a lance of 4 Mechs weighing 25, 30, 35 and 35 tons. One of the 35 tonners kills a 40 ton Mech. Score is:
(40 x (25 + 30 + 35 + 35 ) / 4) / 35 = 35.71 rounds to 36 points
v2.0
Calculate Battle Value (BV) for each combatant.
OPFOR Multiplier = Total OPFOR BV / Total PC BV
Individual PC Multiplier = Average PC BV / PC BV
BV Scored = Target BV * OPFOR Multiplier * Individual PC Multiplier
Points Scored = 100 * (BV Scored / PC BV)
Every 100 points gives the PC 5 character points of something. The first PC to these point totals gets the given cp bonuses:
200 = 10 (Joey)
500 = 25 (Johan), 10 (Max)
1000 = 50 (Joey), 25 (Johan), 10 (Wrigs)
2000 - 100 (Joey), 50 (Wrigs), 25, 10
25-Point Bonuses
Ideas for the 25-character point bonus for the first PC to reach a score of 500. In general the bonus should be an Advantage that is not normally available or an increase that normally requires a lot of points (such as an ability score increase).
Combat Reflexes [15] + Enhanced Parry (All) [10]
Suitable for someone who uses swords or other melee weapons. This would improve their Active Defense by 2. Appropriate PCs would be: Johan or Wrigs because they are "noble" types.
Extra Attack [25]
In Mech combat this would allow an extra Physical or Ranged Attack maneuver (though Heat would accrue at twice the rate). This is quite powerful and appropriate for lesser skilled Mechwarriors: Appropriate PCs: Jason, Wrigs, Joey.
Extra Life [25]
A generic advantage and not usually all that useful. Appropriate PCs: Johan and Wrigs.
Gunslinger [25]
In Mech combat this should give you about a +4 to hit (I'm assuming most weapons are +4 Accuracy). This is also rather powerful and suitable for lesser skilled PCs: Appropriate PCs: Jason, Wrigs, Joey.
I'm tempted to give this to Max since he is Max.
Magery 2 [25]
Because I think someone should be able to cast magic spells. Right now Joey has the relevant items and I think Donald would appreciate it more: Appropriate PCs: Joey.
High Pain Threshold [10] or Recovery [10] AND
Very Fit [15] or Very Rapid Healing [15]
Sort of a catch-all for tough guys. Appropriate PCs: Gisaku or Max.
Arkham Horror 2E
A rough conversion of GURPS 4E characters to Arkham Horror, 2nd edition, published by Fantasy Flight Games. Round all values down.
Sanity = Mythos Fright Check x 2/3
Stamina = HP/2
Focus = INT/4
Skills will range from (max-3) to max. Minimum is 0 to 3.
Max Speed = Move x 3/4
Max Sneak = Stealth/3
Max Fight = ST/3
Max Will = Will/3
Max Lore = Occultism/3
Max Luck = Luck (Edge) /2
Money = K-bills/10k
Equipment: choose about 5 items that are appropriate to the character.
Special ability: Edge. This is used for extra dice on any check, akin to more versatile Clue tokens. 2 Edge to draw a different encounter card. 4 Edge (from group) to draw a different Mythos card.
For the special Rat-Thulhu scenario we have a new Great Old One:
Rat-Thulhu
Fight: -3
Defense: none
Worshippers: Rat-Thulhu cultists scurry quickly and are implacable. High Priests and Cultists are Fast and Ambush.
Wharf Rats: While Rat-Thulhu slumbers, any gate in the Rivertown district produces two monsters instead of one.
Attack: Each investigator must spend one Edge or lose either 2 Sanity or 2 Stamina.
Doom Counters: 12
Doom the Boardgame
Marine Wound Tokens = GURPS HP
Marine Advance Movement = GURPS Move
Marine Sprint Movement = GURPS Move x2
Marine Armor = 2 (+1 or 2 if armored, GM’s discretion)
ST 15 = +1 Melee Damage, 21 = +2, 27 = +3, ...
Marine Special Abilities
Johan: Tactician
Max: Special Ops
Joey: Marksman
New Equipment
Laser weapons have their own ammunition which is not found in the game. Assume unlimited ammunition. Laser pistols and rifles can be put on Full Auto: add +1 red die, add Blow-Through.
Electrolaser Pistol: 1 red die + 1 blue die, if you hit and do at least damage equal to 1/2 target armor then no damage but target loses one turn per 1/2 multiple.
Laser Pistol: as Pistol with +1 blue die
Laser Rifle: as Machine Gun with +1 blue die
Breakage: due to the advanced tech of lasers, roll two dice when checking for breakage. Johan rolls one die and only for laser pistols and rifles.
Stun Grenades do no real damage but if damage rolled is at least 1/2 target armor then target loses one turn per 1/2 multiple.
Plasma Grenades are standard grenades with +2 blue dice and +1 blast radius.
Albedo Suit absorbs 1 damage from Range Attacks per 6 DR or fraction.
Skeinsuit absorbs 1 damage from Melee Attacks per 6 DR or fraction.
Edge
One Edge can be used for one of the following options:
1. Aim as in the rules (p. 10), used after the attack.
2. Dodge as in the rules (p. 10), used after the attack.
3. Add 4 or 2 to the Range of your attack if used before or after an attack, respectively.
4. Subtract 4 or 2 from the Range of an enemy attack.
Additional Rules
Fatigue Points for Extra Effort. One FP can be used for:
+1 damage with Melee weapons (FP use declared before attack roll)
Minor Dodge: reroll one enemy attack die (FP use declared after attack roll)
First Aid may be used to heal yourself or another Marine. It can only be attempted after taking wounds and takes a full turn. Successful First Aid heals 1 hit or 2 hits on a critical success. Unsuccessful First Aid can be tried again at a -1 cumulative penalty. Fir st aid takes one of the two character actions.
Lockpicking may be used to get through Security Doors without having the key. Difficulty modifier depends on how many Security Doors are present on the current level:
3 Doors = -4
2 Doors = -6
1 Door = -8
Each attempt takes one full turn. Additional attempts are -1 cumulative as per GURPS rules.
Search skill is used to pick up items (not health or berserk tokens). First search check is done when Marine moves onto object. If object not picked up Marine can expend one movement to try again (no cumulative penalty).
Firing without Ammo – Characters can fire weapons even if they don’t have the appropriate ammunition. Any ammo used result means that the weapon breaks.
Scale – 1 Doom turn is 10 seconds. 1 Doom square is 5 feet.
Characters
Max
===
HP 16
Move 7 (Sprint 14)
Armor 3 = 2 (base) +1 (ballistic armor)
FP 12 (+1 Melee Dmg [use before], reroll one enemy attack die)
Edge 8 (reroll own or enemy attack, +4/+2 range own, -4/-2 range enemy)
First Aid 18 (-10) = 8 (heal 2 with Crash Kit, takes one action, can retry)
Lockpicking 19 (-10) = 9 (takes one action, no penalty for extra tries)
Search 17 (-05) = 12 (takes one movement, no penalty for extra tries)
Albedo Suit = Absorbs first 20 damage from Ranged Attacks
Katana = Chainsaw
Laser Pistol = Pistol +1 Dmg
Laser Rifle = Plasma Gun -1 Dmg
Frag Grenade x3 = Grenade (1 square only)
Potion: Endure Elements = no damage from Damaging Obstacles for 6 turns
Potion: Jump = move through all obstacles/monsters for 6 turns
Enhanced Tracking: reroll one die, usable once after attack rolled
Telescopic Vision: +1 range, usable once after attack rolled
Doom: Health, BFG, Chainsaw, MG, 2 Bullets, 1 Grenade, 5 Energy
Joey
====
HP 16 [Enlarged] (+1 Melee Dmg)
Move 10 (Sprint 20) [Enlarged]
Armor 3 = 2 (base) +1 (ballistic armor)
FP 13 (+1 Melee Dmg [use before], reroll one enemy attack die)
Edge 5 (reroll own or enemy attack, +4/+2 range own, -4/-2 range enemy)
First Aid 17 (-10) = 7 (heal 2 with Crash Kit, takes one action, can retry)
Search 15 (-06) = 9 (takes one movement, no penalty for extra tries)
Spells (Magic Points = 10)
Haste 15 (+1 Move per level, at level 3 free FP dodge)
Lend Energy 16
Sense Foes 17 (pre-place monsters, area cost: 1, 7, 19, 37, *61*, 91, 127)
Mace +1 = Chainsaw +1 Dmg
Laser Pistol = Pistol +1 Dmg
Laser Rifle = Plasma Gun -1 Dmg
Frag Grenade x2 = Grenade (1 square only)
Stun Grenade x4 = Smoke: 9 squares, LOS if next to target
Pearl of Power = First Haste or Sense Foes -2 FP cost
Potion: Endure Elements x3 = no damage from Damaging Obstacles for 6 turns
Potion: Jump x3 = move through all obstacles/monsters for 6 turns
Potion: Mage Armor = +1 Armor for level
Potion: Vision = GM answers one question
Ratchet: stun attack (2 FP), target monster in LOS
roll 2d6, target is monster armor + health, monster loses turn
Doom: 1 Bullet, 1 Grenade
Katenka
=======
HP 12
Move 6 (Sprint 12)
Armor 3 = 2 (base) +1 (ballistic armor)
FP 10 (+1 Melee Dmg [use before], reroll one enemy attack die)
Edge 5 (reroll own or enemy attack, +4/+2 range own, -4/-2 range enemy)
First Aid 16 (-10) = 6 (heal 1 hp, takes one action, can retry)
Search 16 (-04) = 12 (takes one movement, no penalty for extra tries)
Auto Pistol = Pistol
Assault Rifle = Machine Gun
Frag Grenade x1 = Grenade (1 square only)
Doom Items: Health, Shotgun, Grenade Launcher, 5 Bullets, 4 Grenades
Wrigs
=====
HP 12
Move 6 (Sprint 12)
Armor 3 = 2 (base) +1 (ballistic armor)
FP 12 (+1 Melee Dmg [use before], reroll one enemy attack die)
Edge 6 (reroll own or enemy attack, +4/+2 range own, -4/-2 range enemy)
First Aid 15 (-10) = 5 (heal 1 hp, takes one action, can retry)
Search 13 (-04) = 9 (takes one movement, no penalty for extra tries)
Katana = Chainsaw
Laser Pistol = Pistol +1 Dmg
Laser Rifle = Plasma Gun -1 Dmg
Frag Grenade x5 = Grenade (1 square only)
Stun Grenade x2 = Smoke: 9 squares, LOS if next to target
Doom: Chain Gun, 7 Bullets
Johan:
+1 Armor
Very Fine Katana (as Chainsaw with +1 damage, breaks on 3 failures instead of 2)
Very Fine Wakazashi (as Fist with +1 damage, breaks on 3 failures instead of 2)
Laser Pistol
Laser Rifle
Potion of Endure Elements (no damage from Damaging Obstacles for 6 turns)
Potion of Jump (Recon for 6 turns)
Tanglefoot Bag (target can’t move next turn, can still attack)
Johan: Shotgun
Current Scores
Max: 72 (27 left)
Joey: 86 (36 left)
Johan: 40 (40 left)
Wrigs: 32 (12 left)
Katenka: 41 (26 left)
Gisaku: 8 (8 left)
Rewards
05 Heal 1 wound (must use)
10 +1 shells/bullets
15 +1 rockets/grenades
20 +1 energy cell
25 +1 ST or HT
60 +1 DX or IQ
65 Special Power
Dice
They rub off rather easily so here’s a copy of the layouts.
Blue Dice Yellow Die
0 *** 1 ***
1 * -- 0 ** -- 1 ** -- 0 ** 3 * -- X -- 3 * b -- 4 b
0 *** 2 **
Green Dice Red Die
3 2 **
2 -- 1 * -- 2 -- 2 * 1 *** -- X -- 1 *** b -- 0 **** b
3 3 *
Doom the Boardgame to GURPS
===========================
Weapons
-------
Ammo
BFG = TL11 Heavy Blaster (8d(5), RoF 3, Shots 90) 10m
Chain Gun = TL6 LMG, 7.62mm (7d, RoF 15!, Shots 100) 50m
Chainsaw = TL6 Chainsaw (Sw+1d) n/a
Grenade = TL7 Fragmentation Grenade (8d) 3r
Machine Gun = TL7 Assault Rifle, 7.62mmS (5d+1, RoF 10, Shots 30) 30m
Plasma Gun = TL11 Blaster Rifle (6d(5), RoF 3, Shots 50) 10m
Rocket Launcher = TL7 RPG, 85mm (6dx3(10), Shots 1) 3r
Shotgun = TL7 Auto Shotgun, 12G (1d+1, RoF 3x9, Shots 6+1) 10r
Monsters
--------
Fright Checks: +1 per defeated monster of same type.
Zombie (Fright Check -2)
------------------------
ST 10 HP 10 Speed 5.00 DR 0
DX 10 Will 10 Move 5
IQ 7 Per 10 Dodge 8
HT 10 FP 10 SM +0 (200 lb)
Brawling-12 (1d-1 cr)
Imps (Fright Check -3)
----------------------
ST 15 HP 15 Speed 6.75 DR 6
DX 15 Will 12 Move 6
IQ 9 Per 12 Dodge 9
HT 12 FP 12 SM +0 (200 lb)
Brawling-15 (1d cut)
Innate Attack-12
Fireball: 3d burn, Acc 10, Range 400/1000
Trite (Fright Check -2)
-----------------------
ST 8 HP 8 Speed 5.00 DR 0
DX 12 Will 10 Move 10
IQ 10 Per 10 Dodge 8
HT 8 FP 8 SM -1 (100 lb)
Brawling-15 (1d-3 cr)
Demons (Fright Check -4)
------------------------
ST 25 HP 35 Speed 7.00 DR 15
DX 13 Will 10 Move 7
IQ 7 Per 10 Dodge 10
HT 15 FP 15 SM +1 (350 lb)
Brawling-13 (2d+1 cut)
Mancubus (Fright Check -12)
---------------------------
ST 25 HP 60 Speed 8.25 DR 25
DX 16 Will 10 Move 1
IQ 8 Per 10 Dodge 11
HT 17 FP 17 SM +2 (1000 lb)
Brawling-16 (2d+1 cr, Reach 1)
Innate Attack-16
Plaz Guns: 10d burn, Acc 10, Range 800/2000, RoF 2, Bulk -4, Rcl 2
Hell Knight (Fright Check -7)
-----------------------------
ST 40 HP 80 Speed 9.50 DR 80
DX 20 Will 18 Move 9
IQ 18 Per 14 Dodge 12
HT 18 FP 18 SM +2 (600 lb)
Brawling-20 (Horn: 4d+1 imp)
Archvile (Fright Check -10)
---------------------------
ST 25 HP 75 Speed 9.00 DR 75
DX 20 Will 18 Move 10
IQ 30 Per 14 Dodge 12
HT 16 FP 16 SM +0 (300 lb)
Brawling-20 (2d+1 cr, Reach 1)
Innate Attack-20
Immolate: 10d burn (area), Acc 1, Range 2500/5000
Cyberdemon (Fright Check -15)
-----------------------------
ST 120 HP 350 Speed 9.50 DR 150
DX 20 Will 20 Move 10
IQ 20 Per 14 Dodge 12
HT 18 FP 18 SM +3 (4000 lb)
Brawling-20 (13d-1 cr, Reach 4)
Innate Attack-30
RPG, 85mm: 6dx3(10) cr ex, Acc 3+1, Range 300/1000,
RoF 1, Shots 1(5), Bulk -6, Rcl 1
Equipment
---------
Armor Token: +50 DR (Ablative)
Health Token: 2d healing
Adrenaline Token: x2 move for 10 seconds
Berserk: natural attacks only, auto-kill
Formula Dé
Starting Grid: Use lower of Driving and Tactics, winner gets to choose color and starting position.
Starting the Race: Driving (crit 3 = start out in 2nd gear, crit = flying start, crit fail = bad start, fail 18 = lose 2 turns).
Tires, Breaks, Engine: Driving (crit 3 = save 3 items, crit = save 2, success = save 1).
Collisions: Driving (crit 3 = inflict 2 damage, crit = inflict 1). Only current player optionally rolls.
Engine Damage: Driving (crit fail = 1 damage, fail 18 = 2 damage).
Pit-stops: Leadership (MoS +1 = quick start movement).
Weather: Determine beforehand. Meteorology (crit 3 = change 2, crit = change 1, success = see chart).
Car Construction: Engineering (MoS +1 = bonus construction points). Minimum 2 per location.
Suspension and Dangerous Places: Perception (crit fail = 1 damage, fail 18 = 2 damage)
Repair Points: Mechanic (crit 3 = 3 repair, crit = 2 repair, success = 1 repair).
Driving: Used to resolve who goes first if vehicles are running neck and neck.
Crashing: Acrobatics (crit 3 = 2d damage, crit = 3d, success = 4d, fail = 5d, crit fail = 6d, fail 18 = 7d). Roll each 1d as a separate location.
Tactics: Roll before race (crit 3 = 3, crit = 2, success = 1). Roll that many race dice and keep results. Each roll can only be used once. During the race instead of rolling can use the pre-rolled result of same color die.
Edge: Standard skill roll usage. In addition, reroll movement die or change movement points as follows:
1st Gear 2nd 3rd 4th 5th 6th
Before Roll - - 1 2 3 4
After Roll - - - - 1 2