BASIC CONVENTIONS
The
following basic guidelines are necessary to understand the reasoning
behind the rest of the conversion text. It may also mean you have
to read other files either in the Conversions or House rules section
of Shadowrun.
TECH LEVEL
Shadowrun
is solidly Tech Level 8. But has TL9 computers,
with some TL10 advancements. However, most military and security
vehicles will use TL8 components while many
modern civilian vehicles utilize TL7 components except for engines
and navigation systems.
HANDLING
Although
both Shadowrun and GURPS have a handling statistic they are treated
a bit differently.
SR Handling = 10 - (GURPS gMR x10), rounded up
For example, the Family Car has a gMR of .75. This converts to a SR Handling of (10-7.5=) 3.
If the vehicle has 1/6 speed off-road then the SR off-road handling is equal to the SR Handling x 2.5, rounded up. If it has an off-road speed of 1/3 then its off-road Handling is x2 its SR Handling.
Use the Handling of its primary movement mode (aMR, wMR, etc). If there are multiple movement modes then give the vehicle a split handling.
SPEED
ACCEL
BODY
First,
consult the Body Ratings Table on p. 23, RBB2. Note the
vehicles loaded weight and what Body Rating the chart suggests.
Divide the Body HP by 1000, round down. This is the vehicles Naval Hull.
If the result was less then 1 then divide by 100 instead. This is the vehicles standard Body.
For example, the Family Car has a Body HP total of 188. This results in a Body of 2 (note the light frame and cheap materials). This is actually less then the suggested Body of 4 for a 1.5 ton vehicle but is consistent with an relatively fragile consumer vehicle.
For example, the TL7 MBT has a Body HP of 3000. It has a Naval Hull Rating of 3.
ARMOR CONVERSION
Average
the DR of the major vehicle subassemblies not counting the top
or bottom locations., do not count tracks or wheels or wings into
the total. Average the results together.
Divide the result by 20, round down. If the original total was less then 20 then Armor=0.
If the result of the above is greater then 25 then take the original total and divide by 70, round down. That is the crafts Naval scale armor.
For example, the Family Car has an average DR of 5 on its body. The Family Car has an Armor of 0.
For example, the Main Battle Tank has an average DR of 525 (Body and Turret). The MBT has an Armor of 26 so it can use the Naval Scale. Its final Armor is (535/70) = 7B.
SIGNATURE
SR
Signature =Cube root of total surface area divided by 2.
(Total Surface Area^(1/3))/2, rounded down.
For example, the Family Car has a total surface area of 300sf. Thus its base Signature of 3.
For example, the Main Battle Tank has an total surface area of 1300sf. Thus its base Signature is 5.
Another option that is recommended is that the gamemaster review the starting Signatures for the various power plants/chassis listed in RBB2 (p. 167-169). As a general rule of thumb stealth features from V2ed (p. 91-92) will increase the vehicles Signature by 1 for every four full points they apply to GURPS detection rolls. Obviously some stealthing features only apply to certain sensors and conditions (visual, radar, sonar, etc).
AUTONAV
The
Autonav Rating is at the discretion of the gamemaster. However,
the following guidelines may also be used.
Computer Navigation - As a general rule a vehicle running
Computer Navigation software (p. 63, V2ed) will have have
1 point of Autonav.
Routine Vehicle Operation
- This will provide an additional level of Autonav.
GPS
- If the vehicle has access to GPS data (p. 57, V2ed) then,
when combined with Computer Navigation, the vehicle has an additional
point of Autonav. Military GPS is worth 2 points. The system must
have access to mapsofts however (p. 123, RBB2).
Robot Skill Programs - As a general rule, every
10 points that the software has of the appropriate Piloting skill
equals one point of Autonav. This is not cumulative with Computer
Navigation, but can be used with GPS (it is assumed the system
has access to inertial tracking systems if used without GPS. It
still requires access to mapsofts in order to function past Rating
2.
PILOT
Again, this should be completely
under the gamemasters control (especially since it is so powerful).
However, the following guidelines may also be used.
Robot Brain (p. 61, V2ed) - The vehicles effective Pilot
Rating is equal to its computers Complexity/10, rounded up The
drone will have a Learning Pool equal to its effective GURPS Intelligence/15,
rounded down.
Sentient (p. 61, V2ed) - If
the vehicles computer is sentient then it is still treated in
the same manner as the Robot Brain (above). It is considered an
semi-autonomous knowbot and not a "true" artificial
intelligence. It has an effective Shadowrun Intelligence equal
to its Learning Pool for analyzing new information outside of
its original orders (for example, ordered to destroy a bridge
and it passes over an enemy C3 vehicle. An Intelligence (4) Test
should be made to see if the system recognizes the importance
of the target.
SENSOR
Every
active or pasive GURPS sensor provides 1 Rating point in Sensors.
In addition, if the system has a Gunnery or Targeting program
then add the HIGHEST program bonus to the total Sensor Rating.
This includes sensors such as Terrain following radar and collision
sensors. AESA and PESA count as 2 sensors.
Alternately total scan rating of all sensors (laser targeters and the like count as Scan 1). Then divide by 5, rounded down at the end.
For example, the Family Car has no sensors at all (outside of the drivers). It has no Sensor Rating at all (not even 0, according to the ruling on p. 23, RBB2).
For example, the MBT has light amplification, thermograph, a laser rangefinder, and a Targeting program that gives +2 to Gunnery. The MBTs total Sensor rating is thus 5.
CARGO FACTOR
A
SR CF unit is 0.125 cubic meters. A VERY quick and dirty conversion
is 1 SR CF=4.4 cubic foot.
For example, the Family Car has 20cf of cargo space. This converts to 5CF.
LOAD
Load
is the "usual payload" converted to kilograms. That
is, pounds x .454.
For example, the Family Car has an "usual payload" of 1,400 pounds. Its Load in SR is 636.
SEATING
This should be a fairly simple
matter to convert. As a rule of thumb orks treat seating as one
level worse (and cannot use cramped seats at all). Trolls treat
seating as TWO levels worse (and thus cannot use cramped or normal
seating). Dwarves treat seating as one level better. Also remember
to note that crew stations are listed apart from passenger seating.
For example, the Family Car has one roomy and three cramped passenger seats, plus the roomy crew station (drivers side). A troll could (barely!) manage to fit in the passenger side or drivers side (treating it as cramped) but would be unable to fit in any other position in the vehicle.
ENTRY POINTS
This is up to the designer
and game master.
For example, the Family Car obviously has two front seats and a bench in the back. We'l assume it has an Access of 4 (4 doors and a trunk, but the trunk does not give access to the vehicle).
FUEL
This
should list the fuel used by the vehicle and how much it has.
Multiply gallons of fuel by 3.7 to get the amount in liters.
For example, the Family Car would list Fuel: Gasoline (55.5L).
SET-UP/BREAKDOWN TIME
This is entirely
up to the gamemaster. The creator and gamemaster should consult
the Chassis Table in RBB2 (p. 170-171) to determine an appropriate
time.
LANDING/TAKEOFF PROFILE
This should be
simple enough to convert over. The profiles in Shadowrun are:
Normal, STOL ( Short Takeoff/Landing), VSTOL (Very Short Takeoff/Landing),
and VTOL (Vertical Takeoff/Landing).
ECONOMY
Determine
maximum range of the vehicle (speed x endurance). Convert to metric
and divide fuel supply by range.
For example, the Family Car uses 3.8 gallons per hour (gph). It's Top Speed is 100 mph. it can travel 380 miles. Thus its economy is (55.5/608) .09km/l