Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-04-01T10:00:34+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
This is a monthly r/GURPS thread for anything and everything related to your own campaigns. Tell us how you and your friends are making out. Update us on the progress of your game. Tell us about any issues you've run into and maybe we can help. Make suggestions for other players and GMs.
[link] – [comments]
Posted: 2025-05-01T10:01:00+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
This is a monthly r/GURPS thread for anything and everything related to your own campaigns. Tell us how you and your friends are making out. Update us on the progress of your game. Tell us about any issues you've run into and maybe we can help. Make suggestions for other players and GMs.
[link] – [comments]
Posted: 2026-04-03T09:15:06+00:00
Author: /u/StateofLeroyhttps://www.reddit.com/user/StateofLeroy
It is still a work in progress as I need to add a lot of stuff but its currently in a workable state.
I'm looking to gauge interest in a 40k GURPS game that involved a Gorka Morka like setting but with a much stronger imperial presence.
I would be looking for players who know the 40k settings basic premise, no in depth lore knowledge required.
NZST 9am Wednesday and Friday I'm free most of the morning and would like to try for a 2 hour weekly session one of those days.
Discord and GCS required
The following is a copy paste of my word document for this game so far.
Scrap & Bitz
Scrap is the raw form of materials used to make Bitz. It is an unprocessed mass: metal, dense junk, wreckage, rocks-that-feel-right.
Bitz are raw scrap that has been bashed, cut or welded to become usable ‘Bitz’. Bitz are measured the same way as scrap, by weight. Scrap can be converted into Bitz using the Smith(Scrap) skill at a rate depending on the complexity of the Bitz. Bitz may be scrapped and will yield a portion of scrap back based on the Bitz Complexity. Scrap and Bitz can be scavenged for by searching battle fields, wrecks and large piles of junk. Scrounging will turn up scrap anywhere but will turn up far less scrap than searching a fresh battlefield. Scrounging around an ork camp will result in more scrap than scrounging in a field of daisies.
Teef and Squig Oil (Runtherds will be explored later)
The main form of currency and key ingredient to many Orky concoctions. Squig oil comes from oil Squigs which naturally occur amongst squig populations. The viscous saliva of the oil Squig is collected by Runtherds and sold to the Meks for bitz and Gubbinz. Meks combine Squig oil with Teef to make crude petroleum and with a few tweeks, promethium. Painboys also use Teef in both their medical equipment and in their signature fightin’ juice. Squig oil is the main ingredient of Ork paint, an important tool in Ork society. Colourful mushrooms are used to determine the colour.
(1 Teef / 5kg Scrap) = $100 each
Ork trade relies mostly on barter with Teef making up the extra value here and there.
The Value of Bitz is determined by the amount of scrap required to make it. 75kg of Layered Armor Bitz requires 100kg of scrap which costs 20 Teef. 90kg of Plate bitz will cost 20 Teeft. Standard Markup is based on the Meks rank. +10% markup per level of rank/Social Regard(Mekaniac).
Fuels, Lubricants and Flammables, all quantities in 1L
Squig Oil (A healthy Oil Squig produces 1L per day)
Squig Paint (10L Squig Oil + Pigment Shrooms)
Squig Fuel (10L Squig Oil + 2 Teef)
Burny Fuel (10L Squig Oil + 1 Teef)
Rokkit Fuel (10L Squig Oil + 4 Teef)
Ork Malf
All Ork tech is unreliable to some degree. The standard Malf level is dependent on the Meks skill and on the number of Orks on or near the planet. If a system has one or several planets with orks in it, those Orks’ Waaagh energy, combines and allows for relatively small forces using advanced Ork tech (Kommandos) to operate on planets with no other Orks.
Ork Presence (Planet Wide)
Anything above ‘Big’ operates at Malf(-4) until ork pop reaches the appropriate level.
Pitiful Ork presence (1-1,000 Orks) Malf 11
Small (1,001-5,000 Orks) Malf 12
Medium (501-100,000 Orks) Malf 13 (Big things)
Large (100,001-1,000,000 Orks) Malf 14 (Huge and Huge’er)
Extra Large (1,000,001-5,000,000 Orks) Malf 15 (Gargant)
WAAAAAGH!!! (5,000,000,000+ Orks) Malf 17
Da Great Green Tide (100,000,000,000+ Orks) No Malf Roll.
These are the Skills associated with Operating and repairing an Ork generator and powergrid.
Other than these, use the mechanic/electrical skills from the basic set.
Mechanic(Squig Fuel Engine)
Mechanic(Custom Mega Engine)
Electronics Operation(Ork Power Grid)
Electronics Repair(Ork Power Grid)
Machinist(Mekaniac)
This is the Knowledge skill to make the various Bitz, tools and assembly of Ork Tech.
Smith(Scrap)
The craftsman skill for working with scrap. This covers Iron, steel and timber constructions made in an Orky fashion. This is the skill associated with producing materials into raw scrap. Do not take carpentry, Masonry, etc All usable material is Scrap.
Structural Bitz (Scrap to Bitz = 1 to 1)
Light Bitz - bikes, buggies, wings, small arms (90% scrap yield)
Heavy Bitz - trucks, small tanks, small void ships, large weapons (75% scrap yield)
Gargant Bitz - Vehicles, cannons and structures above SM9 (50% scrap yield)
Heat & Chem Bitz - Fuel tanks, heat shields and chemical containers. (25% scrap yield)
Hard Bitz (Scrap = 1 to 0.75)
Plate Armor Bitz - Simple slabs of metal shaped into rudimentary flak armour (90% scrap yield)
Layered Armor Bitz - Multiple layers of hard scrap (75% scrap yield)
Ship Armor Bitz - Hermetically sealed plating made for void travel (50% scrap yield)
Spinny/Walky Bitz (Scrap = 1 to 0.5)
Spinny Bitz - Anything related to wheels, rotors or axles (25% scrap yield)
Track pad Bitz - Grip enhancing pads for wheels, feet or tracks (25% scrap yield)
Limb Bitz - housing for pistons and wires. used for making both legs and arms (50% scrap yield)
Push-Pull bitz - Pistons and winches both powered and unpowered (25% scrap yield)
Suspension & Stabilization Bitz - Gyros, recoil systems and suspension. (25% scrap yield)
Explody Bitz (Scrap = 1 to 0.5)
Combustion Bitz - Engines, Generators (25% scrap yield)
Bomb Bitz - rocket parts, bombs, missiles intended to cause an explosion (25% scrap yield)
Thrusty Bitz - Rocket propulsion for weapons, void and aircraft (25% scrap yield)
Sparky Bitz (Scrap = 1 to 0.2)
Zappy/Buzzy Bitz - Batteries, power couplings and conductive material (25% scrap yield)
Energy/Plasma Bitz - Plasma weapons & Energy generation (15% scrap yield)
Console/Control Bitz (Scrap = 1 to 0.5)
Simple - control sticks, steering wheels and handle bars (50% scrap yield)
Complex - levers, pulleys, buttons and gages (10% scrap yield)
Special Bitz (Scrap = 1 to 0.05)
Wiring Bitz - internal wiring and hardwired components (5% scrap yield)
Tractor Bitz - Tractor beams, lifter/dropper components, magnetic parts (10% scrap yield)
Bubble Shield Bitz - Shield generators, Gellar field and projector tech. (10% scrap yield)
Communication Bitz - Radio parts, Antenna, speakers (10% scrap yield)
Life Support Bitz - Air scrubbers, rebreathers, temp control. (5% scrap yield)
Weapon Bitz (Scrap = 1 to 0.9)
Shooter Bitz - Gun parts, barrels, chambers, feed systems. (75% scrap yield)
Liquid Projector Bitz - Nozzles, injectors, pumps. (50% scrap yield)
Choppy/Smashy Bitz - Blades, Hammers, Fists, Klaws (75% scrap yield)
Launcha Bitz - Rocket, grenade and scrap launchers (50% scrap yield)
Bitz and Gubbinz
They are the working components of Ork tech. Gubbinz can be made from Bitz. Vehicles, guns, generators and any thing that requires Gubbinz, is said to have ‘Worky Bitz’. Non muscle powered weapons on this list use the GURPS Damage Table. Upgrades to weapons such as ‘Big’ or ‘Huge’ increase the rated strength/weight/range of those weapons including the weight of components required. The SR (Strength Rating) uses the Thrusting profile for ranged weapons but the swing profile for explosives and certain ammunition. Weapon health is determined by weight, same as normal. Acc of all unsighted Ork weapons is 1.
https://gurps.fandom.com/wiki/Damage
Meks Tools
Buzzsaw (Light structural 4, Choppy/Smashy 4, Simple Console 1, Combustion 3) *Circular Saw*
12kg *Uses 1L per 20min of use* user SR+25(3) cut (Powered), user SR+1 cr (Unpowered), ST15 required, Two handed. Not designed to go above big, This is a tool, not a weapon.
Fuel Tank (Heat & Chem 1)
1kg Holds 5L of Fuel
Spanner (Light structural 3, Choppy/Smashy 2)
5kg user SR+4 cr, ST15 required, Not designed to go above Big
Welding Torch (Light structural 2, Liquid Projector 2, Heat & Chem 2)
6kg *Uses 0.25L per kg of fuel per minute of use divided by 2*
Mek Tools (Light Structural 13, Complex Control 3, Simple Control 4)
20kg An array of pliers, cutters, socket sets, measurement tools, pump, jack, rivet gun, drill, saw and hammer. The basic tool kit for working on Ork machines.
Winch (Light Structural 6, Limb Bitz 4, Simple Control 1, Zappy/Buzzy 2, Wiring 1)
14kg Mechanical winch and hook, can be attached to building or vehicle (lifts/lowers up to 1500kg), requires battery (1 Energy per hour)
Jack (Heavy Structural 6, Simple Control 1, Zappy/Buzzy 2, Wiring 1)
10kg Hand cranked Jack (lifts/lowers up to 5000kg up to 3 yards)
Wire Connection (Light Structural 0.9, Wiring 0.1)
1kg per Yard (Transfers up to 5 Energy per hour.)
Scrap Electronics(THESE ARE STILL BEING STATED PROPERLY)
Short-Range Radio Communication 2, Wiring 0.5, Zappy/buzzy 1.5, Console Complex 0.5 Light Structural 1.5
6kg requires battery, (0.01 Energy per hour)
Long-Range Radio Communication 6, Wiring 1, Zappy/buzzy 4.5, Console Complex 0.5, Light Structural 8
20kg requires battery, (0.25 Energy per hour)
Basic Auspex Communication 1, Wiring 1, Zappy/buzzy 1, Console Complex 1, Light Structural 1
5kg requires battery, (0.5 Energy per hour)
Advanced Auspex Communication 4, Wiring 2, Zappy/buzzy 2, Console Complex 1, Light Structural 1
10kg requires battery, (5 Energy per hour)
Range Finder Communication 1, Wiring 1, Zappy/Buzzy 1, Console Simple 0.5, Light Structural 0.5
5kg requires battery, (0.5 Energy per hour)
Short range Jammer Communication 3, Wiring 2, Zappy/Buzzy 2, Console Complex 0.5, Light Structural 1.5
9kg requires battery, (5 Energy per hour)
Long Range Scrambler Communication 12, Wiring 4, Zappy/Buzzy 4, Console Complex 2, Light Structural 18
40kg requires battery, (15 Energy per hour)
Crude Cogitator IQ 2 Wiring 2, Zappy/Buzzy 2, Console Complex 2, Light Structural 1
7kg requires battery, (1 Energy per hour)
Battle Cogitator IQ 7 Wiring 3, Zappy/Buzzy 3, Console Complex 4, Light Structural 2
12kg requires battery, (10 Energy per hour)
Radar Communication 6, Wiring 2, Zappy/Buzzy 4, Console Complex 2, Light Structural 2
16kg requires battery, (10 Energy per hour)
Remote Detonator/Dead mans switch Communication 2, Wiring 1, Zappy/Buzzy 1, Console Complex 0.5, Light Structural 0.5
5kg requires battery, (0.01 Energy per hour)
Access Console Wiring 1, Zappy/Buzzy 2, Console Complex 4, Light Structural 3
10kg requires battery, (0.1 Energy per hour)
Fuel Tank (Heat & Chem 0.5)
0.5kg Holds 2L of Fuel
Fuel Backpack (Heat & Chem 2, Light Structural 0.5) *you can double up on this for a massive 16L pack*
2.5kg Holds 8L of Fuel
Scrap Containers
20kg per 100L
Regular container (Light Structural Bitz)
Water tight (Heat and Chem Bitz)
E.g containers
Fuel Can (Water tight)
4kg, 20L
Bin (Regular container)
1kg 5L
Oil Can (Water tight)
0.2kg 1L
Scrap Buildings
Each construction is about 3m tall give or take and enclosed. It is assumed the container has at least 1 entrance with just a simple latch.
Square meter floor space x 10 Light Structural Bitz
Rooms larger than 12m squared, 3x4 or 2x6, switch to Heavy Structural Bitz
Rooms larger than 64m Squared, 4x16 or 8x8, switch to Gargant Structural Bitz
Temperature Control
(Square meter floor space x Special Bitz)
Life Support 0.5 = Temperature Tolerance 1 Energy consumption 1 per 12 hours
Life Support 1 = Temperature Tolerance 2 Energy consumption 2 per 12 hours
Life Support 1.5 = Temperature Tolerance 3 Energy consumption 3 per 12 hours
High Ceilings W+0.8
Ceiling may go as high as 6m for Light structures, 12m for Heavy Structures and 24m for Gargant.
Scrap Parapet W+0.2
Has the same DR and health of the building's walls. Guns can be mounted on these waist high barricades.
Powered
provides lighting and electricity when connected to a power source.
Square meter floor space x (0.1 Wiring Bitz, 0.05 Zzappy/Buzzy Bitz) for every 12m squared the building Pulls 1 Energy per 12 hours or 2 Energy if power consumption is high.
Armored paneling
(Square meter floor space x Armor plating) provides DR to the walls and doors of the structure
(Layered Armor 4), Provides DR22 (Light Structure)
(Layered Armor 6), Provides DR30
(Layered Armor 8), Provides DR38 (Heavy Structure)
(Layered Armor 10), Provides DR46
(Layered Armor 12), Provides DR54
(Layered Armor 14), Provides DR62
(Layered Armor 16), Provides DR70 (Gargant Structure)
(Layered Armor 16+2), Provides DR70+8 (Use Mild Steel as a reference for rough thickness)
For reference a 1x1m half inch thick mild steel panel is about 100kg. The weight of Ork scrap is about a third of that but will fluctuate and so will its thickness.
Locks
Ranges from simple to pick (+6 Lockpicking) to Very hard (-2 Lockpicking).
+6 Lockpicking 0.25 Light Structural
+5 Lockpicking 0.5 Light Structural
+4 Lockpicking 1 Light Structural
+3 Lockpicking 2 Light Structural 1 Simple Control
+2 Lockpicking 3 Light Structural 2 Simple Control
+1 Lockpicking 4 Light Structural 4 Simple Control
-0 Lockpicking 6 Light Structural 1 Complex Control
-1 Lockpicking 2 Light Structural 3 Complex Control
-2 Lockpicking 4 Light Structural, 6 Complex control
Energy
Mobile Generator (Light Structural 12, Wiring 1, Combustion 8, Zappy/Buzzy 2, Energy/Plasma 2)
25kg, Produces 25 Energy per hour, consumes 0.5L of fuel per hour. Holds 40L
Large Scale Generator (Heavy Structural 2600, Combustion 200, Wiring 40, Zappy Buzzy 60, Heat & Chem 100)
3000kg, Produces 150 Energy per hour, consumes 1L of fuel per hour. Holds 500L
Generator Modifiers
Unstable (Replace all Zappy Bitz with Energy/Plasma) doubles Energy output, Malf -2 roll.
Emergency Shutdown Button (Complex control Bitz 0.1, Life support Bitz 0.9) Malf +1, -20% Energy output
Bigger (Increase weight by 1 increment, increase energy produced and fuel consumption by 1.1 increment.)
Muscle powered Generator (Light Structural 9, Wiring 4, Zappy/Buzzy 2)
15kg, Produces 1 Energy per hour of continuous (ST 10) Cranking, costs 1 FP per 5 minutes or 10 minutes at ST 15 and 20 minutes at ST 20.
Battery (Zappy/Buzzy 2, Wiring 0.5), Stores up to 25 Energy(1 Energy per hour of charging), Provides up to 5 Energy per turn
2.5kg
Mega Battery (Zappy/Buzzy 2, Energy/Plasma 2.5, Wiring 0.5), Stores up to 250 Energy(1 Energy per hour of charging) Provides up to 5 per turn or 15 on overcharge(Malf-2).
5kg
Melee Weapons
Chain Choppa (Light structural 2, Choppy 4, Wiring 1, Simple Console 0.5, Zappy/Buzzy 1) *Chain weapon*
8.5kg Requires Battery (2 Energy per hour), user SR+10 cut (Powered) user SR+2 cr (Unpowered), ST17 required
Choppa (Light structural 2, Choppy/Smashy 2) *Sword/Axe*
4kg user SR+3 cut, ST14 required
Basha (Light structural 3, Choppy/Smashy 2) *Mace*
5kg user SR+4 cr, ST15 required
Klaw (Light structural 3, Choppy/Smashy 4, Wiring 1, Simple Console 1, Zappy/Buzzy 1) *Gauntlet*
10kg Requires Battery (5 Energy per hour of use), user SR+15(3) cut (Powered), user SR+3 cr (Unpowered), ST14 required
Grot Whip (Light structural 1, Choppy/Smashy 0.5)
3kg user SR-1 cut, Range 4/8, ST8 required, Not designed to go above Big
Grabba (Light structural 2, Choppy/Smashy 1) *Man catcher*
3kg user SR-2 cr, Entangling, ST11 required, Not designed to go above Huge
Breacha (Light structural 12, Choppy/Smashy 12) *Battering ram*
35kg user SR+12(3) cr, Two handed ST16 required, Not designed to go above Huge
Melee Weapon Modifiers
These are applied to melee weapons only, Ranged weapons have their own modifiers.
Grot size W*0.4, ST Req-6, SR-3
Big W*1.5, ST Req+1, SR+1
Huge W*3, ST Req+4, SR+3(Switch to Heavy Structural Bitz)
Huge‘er W*4, ST Req+6 SR+4
Past this Will be handled in the vehicle section.
Ranged Weapons
Shoota (Light structural 2, Shooty 4) *Carbine*
6kg SR 45, Range 220/440, Rof 6(without fire control, you must fire on full auto)
20 round mag (Shooty 0.25)
0.25kg
Blasta (Light structural 2, Shooty 5) *Shotgun/revolver*
5kg 5 round pump action SR 50, Range 30/60, Rof 1
Mega Blasta (Light structural 2, Shooty 3, Wiring 1, Energy/Plasma 2, Life support 1) *Plasma gun*
9kg SR80(x1.5 overcharged) burn, Requires Mega Battery (50 energy per shot or 100 per overcharged shot), Range 400/800, Rof 1
Zzapp Gun (Light structural 4, Shooty 1, Wiring 1, Zappy/Buzzy 3) *Lazer gun*
9kg SR70(armour divisor 3) burn, Requires Battery (25 Energy per shot), Range 250/500, Rof 1
Burna (Light structural 2, Liquid Projector 2, Heat & Chem 4) *Flamer*
8kg *Uses 0.25L per second of use*, Jet 15/30
Launcha (Light structural 3, Launcha 4, Heat & Chem 2) *Rocket launcher*
9kg Launches Rokkits,Range 120, Rof 1, SR and DR are determined by the Ammo
Scrap Launcha (Light structural 3, Launcha 8, Shooter 2)
11kg launches anything up to 8kg in weight as if it were thrown with ST 20. Range ??, Rof ??, Requires Battery (2 energy per shot = 20 ST of Throwing power),
Tractor gun (Light structural 2, Tractor 3, Shooter 2, Wiring 1, Complex controls 0.5, Zappy/Buzzy 1)
9.5kg Range 50, Rof 1 Requires Battery (25 energy per second = 25 ST of lifting power), allows you to lift and move any object you hit with fine manipulation.
Bubble Chucker (Light structural 2, Bubble shield 4, Shooter 1, Wiring 2, Complex controls 0.5, Zappy/Buzzy 1)
10.5kg SR10+D100 Requires Battery (5 energy per shots), Range 130/260, Rof 1, Weapon cannot be aimed, Base SR is unaffected by Big/Gargant etc
Ammo
Standard Bullets (Light structural 1)
1kg 120xbullets
Flash Bullets (Light structural 1)
1kg 40xbullets *Use the Swing profile for weapon SR*
Git Stopper Bullets (Light structural 2)
2kg 40x bullets *Use the Swing profile for weapon SR, Armor Divisor 3*
Blasta Slug Rounds (Light structural 1)
1kg 20x Solid Slugs
Blasta Flash Slug Rounds (Light structural 1)
1kg 10x Solid Slugs *Use the Swing profile for weapon SR*
Blasta Git stopper Slug Rounds (Light structural 2)
1kg 10x Solid Slugs *Use the Swing profile for weapon SR, Armor Divisor 3*
Blasta Shells (Light structural 1)
1kg 20x Shells *SR/2, Rofx8*
Gun Attachments
Detachable Box mag (Light Structural 0.5, Shooty 1)
1.5kg (Holds 200 Bullets)
Extended clip/ammo belt (Shooty 0.25) *May be taken multiple times*
0.25kg (Holds an extra 10 bullets)
Sights (Simple control 0.5)
0.5kg Acc +1
Fire Control (Complex control 0.25) *Switch from single fire, to three round burst or full auto, allows multi barrel weapons to be fired independently*
0.5kg
Weapon Mount (Light structural 1) *Allows the weapon to be wielded without having to lift it but it becomes immobile*
Gun weight*0.2kg
Ranged Weapon Modifiers
Multiply the weight of the weapon and apply the same weight multiplier to any ammo.
Extra Barrel W+0.7*Weight (May be taken multiple times, use the weapons starting weight as ref)
Grot size W*0.2, SR*0.5
Slugga W*0.6, SR*0.8 (Makes one handed)
Big W*3, SR*1.2
Huge W*10, SR*1.4 (Switch to Heavy Structural Bitz)
Huge’er W*40, SR*1.6
Huge’er W*70, SR*1.8
Gargant W*100 SR*2 (Switch to Gargant Structural Bitz)
We can go bigga W*200(+100), SR*3(+1)
Explosive Gubbinz
Flakk Rokket (Light structural 1, Bomb 3, Thrusty 1, Rokket Fuel 0.25L)
5kg(5.25 Fuel) SR 40 ex, followup SR 20 cut
Tank Busta Rokket (Light structural 3, Bomb 8, Thrusty 2, Rokket Fuel 0.5L)
13kg(13.5 Fuel) SR 65(3) ex
Burna Rokket (Light structural 2, Bomb 6, Thrusty 2, Burny Fuel 0.5L, Rokket Fuel 0.5L)
10kg(11 Fuel) SR 25 ex, followup SR 25 burn
Stick Bomb (Light structural 0.5, Bomb 3)
3.5kg SR 40 ex, followup SR 20 cut
Tank Busta Bomb (Light structural 2, Bomb 8)
10kg SR 65(3) ex
Burna Bomb (Light structural 1, Bomb 6, Burny Fuel 0.5L)
7kg(7.5 Fuel) SR 25 ex, followup SR 25 burn
Infantry Armor
Iron Jaw(Face Shield) DR10 (Light Structural 2, Plate Armour 6)
6kg Covers the face, on a 5+ covers eyes
Meks Mask(Face Shield) DR6 (Light Structural 2, Plate Armour 4)
4kg Covers the face and eyes
Helmet DR18 (Light Structural 2, Plate Armour 8)
8kg Covers the Skull
Scrap Shield DR22 (Light Structural 2, Layered Armor 4)
14kg, Shield, DB+3, HP 52, A roughly half inch slab of Mild Steel.
Scrap Body Armor DR12 (Light Structural 6, Plate Armor 12)
18kg Covers Torso, Groin and Vitals
Ard boy Body Armor DR22 (Light Structural 6, Plate Armor 24)
30kg Covers Torso, Groin, Vitals, shoulders, +4 on a D6 to cover arms,
Mega Body Armor DR52 (Light Structural 14, Layered Armor 22, Limb 15, Wiring 1, Zappy/Buzzy 4)
100kg (Increase user ST by 5 when powered), requires battery, (25 Energy per hour), covers Torso, Groin, Vitals, shoulders, +4 on a D6 to cover arms, feet, +4 on a D6 to cover legs.
Vehicles
GLOBAL RULES
*My main design philosophy was to take each of these vehicles, to the various SM (+2, +6, +10) and figure out how they should function at those levels and then work my way back.*
The following profiles are the smallest weakest variants of those designs. You can start with a larger version of that design by increasing the total mass until it reaches the appropriate size. Vehicles Created this way must be uniformly increased but alterations may be made after initial creation using the rules for Sup it up. If you choose to make these alterations during creation, they only add kg*1 minute in time, again, only if you have the materials on hand. It takes 1 min per kg of material to create a vehicle assuming you have all the materials.
Arm Strength of walkers is 10+ (Push/Pull Bitz ÷ 50)
Flyers Calculate combustion mass using (combustion + Thrusty bitz ÷ 2)
Cargo = ½ Empty Mass + (Suspension x 5)
Fuel use(Squig Fuel) = 0.02L / 1 kg / hour
Vehicles with complex control(0.01 Energy / Per Complex consoles÷5 / Per hour)
Alternative Fuel(Energy) = 2.5 Energy / 1kg / hour
Vehicles with complex control(0.01 Energy / Per Complex consoles÷5 / Per hour)
Operational Mass = (Empty vehicle mass + Cargo Space)
Speed in hexes = Combustion ÷ Operational Mass x 100 x Mobility Multiplier (MM)
Handling = Spinny/Leggy bitz ÷ Operational Mass x 10 x MM Round to nearest 1
Fuel Tank is determined by total Heat and Chem x5
Default DR for Ork vehicles is 12
HP of Ork vehicles is 30*SM, If an Ork vehicle is reduced to 0 hit points It crumbles into scrap
SM Approx Length Empty Mass
+1 ~3 yd 550 kg
+2 ~5 yd 1,120 kg
+3 ~7 yd 1,700 kg
+4 ~10 yd 6,860 kg
+5 ~15 yd 16,580 kg
+6 ~20 yd 28,330 kg
+7 ~30 yd 42,730 kg
+8 ~45 yd 65,770 kg
+9 ~70 yd 80,030 kg
+10 ~100 yd 120,050 kg
Sup it up!
Meks can make upgrades to their creations. You can add Combustion/Thrusters for extra speed, Spinny/Limb Bitz for extra handling, extra suspension or Push/Pull Bitz for more cargo space and extra Heat & Chem for more Fuel tank space. Increasing each of these requires an increase in structural components, wiring and control consoles are increased when adding guns and extra moving parts. Make a mechanic roll capped by Smith(Scrap) and you may alter the Bitz required by 1 per margin of success. Failure will result in Extra Structural Bitz required at a rate of %10 per margin of failure. This process will take total kg added*3 minutes to do so or total kg added*1 minute during the initial creation.
Warbike SM+1 MM 1.4
(Light Structural 180, Combustion 120, Structural heavy 70, Spinny Bitz 95, Suspension 45,Heat & Chem 30, Simple console 12, Wiring 8)
560kg/505kg (0-150kg Fuel) Speed 16, Handling +1
More engine! Combustion +10, Structural heavy +5, Structural Light +5
More Wheel! Spinny Bitz +10, Structural heavy +5
More support! Suspension +10, Structural heavy +5, Structural Light +5
More Fuel tanks! Heat & Chem +10, Structural heavy +5, Structural Light +10
Add Armor Plates (+8DR) Structural Bitz*0.1Layered Armor (May be taken 8 times) Do not add this to the weight of the vehicle, subtract it from cargo space
Add Gun mount Wiring+5, Console Simple +10, Connect 1 gun in inventory per Gun mount.
Swap the Wheels for Tracks: decrease MM by 0.4 Increase effectiveness of Suspension by *1.5
Swap the engine for a battery: Convert Heat & Chem to Zappy/buzzy Bitz and Fuel represents Kg of battery space.
Buggy SM+2 MM 1.2
(Light Structural 320, Structural heavy 120, Spinny Bitz 180, Suspension & Stabilization 130, Combustion Bitz 260, Heat & Chem 70, Console Simple 25, Wiring 15)
1,120kg/910kg (0-350 Fuel) Speed 15, Handling +1
More engine! Combustion +10, Structural heavy +5, Structural Light +10
More Wheel! Spinny Bitz +10, Structural heavy +5, Structural Light +5
More support! Suspension +10, Structural Light +5
More Fuel tanks! Heat & Chem +10, Structural heavy +5, Structural Light +10
Add Armor Plates (+8DR) Structural Bitz*0.1Layered Armor (May be taken 8 times)Do not add this to the weight of the vehicle, subtract it from cargo space
Add Gun mount Wiring+10, Console Simple +15, Connect 1 gun in inventory per Gun mount.
Swap the Wheels for Tracks: decrease MM by 0.4 Increase effectiveness of Suspension by *1.5
Swap the engine for a battery: Convert Heat & Chem to Zappy/buzzy Bitz and Fuel represents Kg of battery space.
Truck SM+3 MM 1.0
(Light Structural 260, Structural heavy 700, Spinny Bitz 260, Suspension & Stabilization 200, Combustion Bitz 420, Heat & Chem 140, Console Simple 35, Wiring 25)
2040kg/2020kg (0-700L Fuel) Speed 10, Handling +1
More engine! Combustion +10, Structural heavy +5
More Wheel! Spinny Bitz +10, Structural heavy +10
More support! Suspension +10, Structural heavy +5
More Fuel tanks! Heat & Chem +10, Structural heavy +5, Structural Light +5
Add Armor Plates (+8DR) Structural Bitz*0.1Layered Armor (May be taken 8 times)Do not add this to the weight of the vehicle, subtract it from cargo space
Add Gun mount Wiring+10, Console Simple +15, Connect 1 gun in inventory per Gun mount.
Swap the Wheels for Tracks: decrease MM by 0.4 Increase effectiveness of Suspension by *1.5
Swap the engine for a battery: Convert Heat & Chem to Zappy/buzzy Bitz and Fuel represents Kg of battery space.
Helicopter SM+2 MM 1.6
(Light Structural 220, Structural heavy 180, Spinny Bitz 240, Suspension & Stabilization 90, Thrusty Bitz 260, Combustion Bitz 220, Heat & Chem 80, Console Complex 30, Wiring 20)
1340kg/1120kg (0-400L Fuel) Speed 10, Handling +2
More engine: Combustion +10 Structural Light +10
More Thrustas: Thrusty +10 Structural Light +5
More Rotor! Spinny Bitz +10, Structural Light +10
More support! Suspension +10, Structural heavy +10, Structural Light +10
More Fuel tanks! Heat & Chem +10, Structural heavy +5, Structural Light +5
Add Armor Plates (+8DR) Structural Bitz*0.1Layered Armor (May be taken 8 times)Do not add this to the weight of the vehicle, subtract it from cargo space
Add Gun mount Wiring+10, Console Simple +15, Connect 1 gun in inventory per Gun mount.
Swap the engine for a battery: Convert Heat & Chem to Zappy/buzzy Bitz and Fuel represents Kg of battery space.
Plane SM+3 MM 2.0
(Light Structural 420, Structural heavy 260, Spinny Bitz 120, Suspension & Stabilization 110, Thrusty Bitz 380, Combustion Bitz 300, Heat & Chem 120, Console Complex 35, Wiring 25)
1750kg/1425kg (0-600L Fuel) Speed 48(Min40), Handling +1
More engine: Combustion +10 Structural Light +10
More Thrustas: Thrusty +10 Structural Light +5
More Flaps: Spinny Bitz +10 Structural Light +5
More support: Suspension +10 Structural heavy +5, Structural Light +5
More Fuel tank: Heat & Chem +10 Structural heavy +5, Structural Light +5
Add Armor Plates (+8DR): Structural Bitz*0.1Layered Armor (May be taken 8 times)Do not add this to the weight of the vehicle, subtract it from cargo space
Add Gun mount: Wiring+10, Console Complex +15, Connect 1 gun in inventory per Gun mount.
Swap the engine for a battery: Convert Heat & Chem to Zappy/buzzy Bitz and Fuel represents Kg of battery space.
Tank SM+3 MM 0.6
(Light Structural 320, Structural heavy 980, Track Pad Bitz 420, Suspension & Stabilization 320, Combustion Bitz 520, Heat & Chem 180, Console Complex 45, Wiring 35)
1750kg/1425kg (0-600L Fuel) Speed 48(Min40), Handling +1
More engine: Combustion +10 Structural Heavy +10
More Tracks: Track pad Bitz +10 Structural Heavy +10, Structural Light +5
More support: Suspension +10 Structural heavy +5, Structural Light +5
More Fuel tank: Heat & Chem +10 Structural heavy +10, Structural Light +5
Add Armor Plates (+8DR): Structural Bitz*0.1Layered Armor (May be taken 8 times)Do not add this to the weight of the vehicle, subtract it from cargo space
Add Gun mount: Wiring+10, Console Complex +15, Connect 1 gun in inventory per Gun mount.
Swap the engine for a battery: Convert Heat & Chem to Zappy/buzzy Bitz and Fuel represents Kg of battery space.
Walker SM+2 MM 0.8
(Structural heavy 420, Limb Bitz 260, Push/Pull bitz 180 Suspension & Stabilization 120, Combustion Bitz 300, Heat & Chem 100, Console Complex 40, Wiring 30)
1450kg/1325kg (0-500L Fuel) Speed 9, Handling +1, Arm ST 23 Cut/Cr/Imp Melee Attack, 2 Arms
More engine: Combustion +10 Structural heavy +5, Structural Light +5
More Legs : Limb Bitz +15, Structural heavy +10, Structural Light +5
More Gutz : Push/Pull bits +15 Structural heavy +5, Structural Light +10
More support: Suspension +10 Structural heavy +10
More Fuel tank: Heat & Chem +10 Structural heavy +5, Structural Light +5
Add Armor Plates (+8DR): Structural Bitz*0.1Layered Armor (May be taken 8 times) Do not add this to the weight of the vehicle, subtract it from cargo space
Add Gun mounts: Wiring+10, Console Complex +15, Connect 1 gun in inventory per Gun mount.
Extra Arm: Effective Arm ST*0.8(+1 extra arm), Connect 1 gun in inventory per Gun mount or, allow an additional Melee attack as though you have another attack. Do not calculate guns attached in this fashion into cargo space.
Another Extra Arm: Effective Arm ST*0.6(1 extra arm)
Swap the engine for a battery: Convert Heat & Chem to Zappy/buzzy Bitz and Fuel represents Kg of battery space.
EXAMPLE Ork Mek
Konka is an ork Mek with a Bike and a Gun
Konka is around 280kg with gear and his bike is 764kg with 134.8kg of gun and 150L of fuel 280+134.8+150=564.8. With a cargo space of 543.6, Konka will need to leave some things behind, maybe lessen the fuel in his tank to lighten it. In total, he and his bike weighs 1328.8. This will require (roughly) 26.5L per hour. On a full tank, accounting for weight drop off from the fuel, you will be able to travel for 6 hours before needing to stop and refuel.
Konkas trike with upgraded engine, wheels, armor and a gun port (Warbike)
Mass 560+114+75+15 = 764
(Light Structural 194, Combustion 161, Structural heavy 123, Spinny Bitz 176, Suspension 45,Heat & Chem 30, Simple console 22, Wiring 13)
Cargo space = 543.6(607-63.4)
Fuel Tank = 150L
DR28 HP60
SM+2, Speed 16, Handling 2
Gun port 1
Upgrades
more enginex4(+41comb +20SH +14SL after rolling)
more wheelx8(+81 wheel +33SH after rolling)
Gun Mountx1(+5Wiring +10 Console simple)
Armor plating 2 (317*0.2 = 63.4 Layered Armor)
Konkas Huge Twin linked Shoota with fire control and Sights (Shoota)
102.75kg SR 63, Range 220/440, Rof 12(x2 barrels) Acc 2
(Light structural 34, Shooty 68, Simple control 0.5, Complex control 0.25)
2x Detachable Box mag (Light Structural 0.5, Shooty 1)
1.5kg (Holds 200 Bullets each)
Flash Bullets 400
10kg
Weapon Mount (Light structural 20.55)
20.55kg Attaches gun to Gun port.
[link] – [comments]
Posted: 2026-04-03T15:36:38+00:00
Author: /u/Hilary_Roll20https://www.reddit.com/user/Hilary_Roll20
I am running 'GURPS Prime Directive' 4E.
Year 2181. TOS history as cannon.
Campaign. Weekly. 3 hours.
Saturdays, 7 PM EDT.
Starting when we have 3+ players.
Missions are heavy on problem solving.
Moral choices. Puzzles. Intrigue. fun stuff.
Discord Voice. Roll20 VTT.
Look for the game listing on roll20.
Search for GURPS RPGs.
[link] – [comments]
Posted: 2026-04-03T16:06:51+00:00
Author: /u/BetcoFShttps://www.reddit.com/user/BetcoFS
What’s the cheapest way to build a character with enough superstrength to throw a 3 ton (6,000lbs) object 100yds?
[link] – [comments]
Posted: 2026-04-03T15:02:27+00:00
Author: /u/ofhearthandhorrorhttps://www.reddit.com/user/ofhearthandhorror
| – submitted by – /u/ofhearthandhorror [link] – [comments] |
Posted: 2026-04-02T17:54:52+00:00
Author: /u/Jalambrahttps://www.reddit.com/user/Jalambra
Does anyone have an update or link about the status of GURPS Game Aid for Foundry v14? I haven't been able to find anything.
[link] – [comments]
Posted: 2026-04-02T05:17:32+00:00
Author: /u/PossibleNo8422https://www.reddit.com/user/PossibleNo8422
I'm looking to prepare a GURPS campaign and I've heard a lot of good things about Obsidian. Just wondering if anyone here has used it for GURPS campaign management and whether there are any good plugins for GURPS. Thanks very much!
[link] – [comments]
Posted: 2026-04-02T08:38:18+00:00
Author: /u/Top-Athlete-8571https://www.reddit.com/user/Top-Athlete-8571
Posted: 2026-04-02T00:52:01+00:00
Author: /u/Jalambrahttps://www.reddit.com/user/Jalambra
For all you solo players out there - I've been playing a mix of the old GURPS Conan rules and Call of Cthulhu 6th Edition (mainly because that's the only CoC book I own) solo with Mythic.
I wasn't sure what to expect with the GURPS Conan book, but it's surprisingly good.
I'm just using NotebookLM to convert things to GURPS 4e on the fly. I converted all the books to MD format with Marker and uploaded them to a notebook.
I also uploaded the rules MD files to Gemini along with the GCS repo URL and FAQ, and it's surprisingly competent at generating GCS JSON files I can drop right into GCS and then dump to Foundry.
If you have not tried mixing Conan and Cthulhu, I highly recommend it. So much great lore in both books. I'm using the maps and locations in the GURPS Conan book and spicing it up with Cthulhu as events unfold. I'm trying to steer the campaign toward Mountains of Madness.
[link] – [comments]
Posted: 2026-04-01T22:17:13+00:00
Author: /u/UltraSoul-BRhttps://www.reddit.com/user/UltraSoul-BR
Hello, I'd like to hear some suggestions. I was thinking of adapting the "One Piece" setting for a campaign with some friends, but I'm unsure how to adapt Robin's "Hana Hana no Mi". Mainly because she can grow any surface or living being into any part of their body (not just arms and legs, since she's even grown an ear in an unseen spot) and apparently it's not an avoidable ability (the arms simply grow on the opponent without any chance of dodging). I confess my head is spinning trying to figure out how to adapt this "Akuma no Mi". Does anyone know how to adapt this fruit coherently with the manga/anime?
Thanks for the help!
[link] – [comments]
Posted: 2026-04-01T18:09:17+00:00
Author: /u/QuirkySadakohttps://www.reddit.com/user/QuirkySadako
Let's say someone wants to have a shortsword with a 2y kusari
When striking with the kusari, does the whole thing becomes unbalanced and therefore unable to parry? even the sword?
[link] – [comments]



