GURPS VEHICLES 2ND EDITION TO SHADOWRUN V1.1

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

  1. Divide the vehicles Top Speed by 0.75 to get mpt
  2. For air vehicles also calculate the Stall Speed in the same manner
  3. Multiply speed in mph by1.6 to get kph.

ACCEL

  1. Multiple the vehicles Decel/Accel ratings by 3
  2. Divide by 0.75

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