Updated Vehicle Handbook in the works

A TL14 grav tank has no place on a TL15 battlefield, keep it state of the art TL15 as originally intended.
 
A TL14 grav tank has no place on a TL15 battlefield, keep it state of the art TL15 as originally intended.
Presumably there was a reason that DGP changed Rob Caswell's original art which had it at TL15. And that was what was printed, so the TL15 version only exists in his original art and MGT's Third Imperium.. I've always suspected it was a "mobilisation" tank rushed into production during the FFW to replace losses. So, like a Sherman, it wasn't a great tank but it could be mass produced.

But, hey, MGT has replaced a whole lot of other canon with the predispositions of individual product authors so no problems if this is another to go into the chaos theory that is MGT (although it does raise the question of what happens with the already existing canonical TL15 Imperial Heavy Grav Tank as seen in SMC, the JTAS article about the 4518th and TD #9 about the Imperial Guard).
 
It annoys me that I'm still finding things to tweak (especially on the spreadsheet, less so in the text). Below is perhaps not technically a Technical, but more like an F350 with all the options (okay, no fancy sound system, maybe not even the floor mats, but a ring mount and gun shield...)
1731192220010.png
 
Kind of went heads down today on the infrastructure section and built a Class D downport. Almost a Class C, but not enough capacity and I had to invent fences and perimeter walls, because, yeah. The process is sort of narrative in the book, but it really needs a map... And I need to steal some more from Highguard or see what I want to do about the those manufacturing plant rules, which are better than Drinaxian Companion construction rules, but still not that fantastic.
 
Outside of real estate costs, and prevailing environmental conditions, are there any geographical regions that optimize landing and take off?

Localized lower gravity zones come to mind.
 
Outside of real estate costs, and prevailing environmental conditions, are there any geographical regions that optimize landing and take off?

Localized lower gravity zones come to mind.
Lifters! We don't need no stinking tailwinds (or headwinds for lift, I suppose - I don't know, not a pilot)
As for real estate costs, I imagine for the 3I it goes like this: "We're the Third Imperium. You need a starport. We're going to control it. That looks like a good place for it. Thank you for not slowing our access to the site.*"

*By evacuating before the giant excavators land and crushed you.
 
As for real estate costs, I imagine for the 3I it goes like this: "We're the Third Imperium. You need a starport. We're going to control it. That looks like a good place for it. Thank you for not slowing our access to the site.*"
Well, the idea is "we rule between worlds, you worlds rule yourselves. Except for the grounds of starports. And a few nobles' estates, if you've got somewhere with nice views and maybe a little hunting. And such Imperial institutes as we care to charter... uh, we'll come in again."
 
Kind of went heads down today on the infrastructure section and built a Class D downport. Almost a Class C, but not enough capacity and I had to invent fences and perimeter walls, because, yeah. The process is sort of narrative in the book, but it really needs a map... And I need to steal some more from Highguard or see what I want to do about the those manufacturing plant rules, which are better than Drinaxian Companion construction rules, but still not that fantastic.

Perhaps some nabbing inspiration from GURPS Traveller: Starports might be in order?

If memory serves, that one treated Starports as ships, in terms of construction rules, with some modifications here and there from the procedure in GURPS Traveller: Starships, which is more or less what you want to do. It might inspire you, or at least show you what not to do!
 
Perhaps some nabbing inspiration from GURPS Traveller: Starports might be in order?

If memory serves, that one treated Starports as ships, in terms of construction rules, with some modifications here and there from the procedure in GURPS Traveller: Starships, which is more or less what you want to do. It might inspire you, or at least show you what not to do!
Works for highports, for sure, and I did two that way for Spinward Extents. Not so good for downports, because you can have open pads, runways, roads, perimeter barricades. The one thing missing on the current downport is a backup generator. It has grid power as the primary source, but sizing a full scale power plant for the structure inflates and distorts the whole cost of the building. Plus it's for a TL7 world, so I want to put the shielded reactor off in the corner of the compound, by the fence line, not next to the food court.

I'm about 98% there with this draft and 36 vehicles in. Almost prepared to do very abstracted flying city as a concept - ideally you should be able to build the flying city at Drinax without too much loss of sanity (darn, I have labs, but do I have a library... gotta look)

Actually what I want to do is to make a nuclear-powered city inside a giant monowheel (I took off the size restriction on those, just because). Result of a bad fever dream... but still...
 
Flying cities raise an interesting question. Is there a racing grav sky scrapper subculture? Can I turn on the holoviewer and potentially watch the grav cities races where they actual race grav cities?
 
Flying cities raise an interesting question. Is there a racing grav sky scrapper subculture? Can I turn on the holoviewer and potentially watch the grav cities races where they actual race grav cities?
Demolition derby🤪
I'm thinking lifters in most cases, so it would be a slow race. But if you put it in a bubble, you could get it moving pretty fast... Flying arcology rugby? I suppose, by what I wrote, you could put really, really big arms on it too and... and... I'm not sure what you'd have - suburb frisbee football?
 
Demolition derby🤪
I'm thinking lifters in most cases, so it would be a slow race. But if you put it in a bubble, you could get it moving pretty fast... Flying arcology rugby? I suppose, by what I wrote, you could put really, really big arms on it too and... and... I'm not sure what you'd have - suburb frisbee football?

Strap on some high burn thrusters.
 
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