I have been thinking about using these rules with my GURPS 3e Space
Vikings homebrew setting. However, some problems arise with how to
best implement these rules changes with deflector screens,
reactionless thruster starships and other vehicles.

I have been using a Skill/2 dodge base for two-legged vehicles
(or troopers using houserule Evasion P/A skill/2 for dodge base),
Skill/3 base for flying vehicles and Skill/4 base for wheeled
or tracked vehicles. What's more, as a houserule, I've been
applying a Dodge Modifier based on both size modifier and
acceleration of the vehicle;

Dodge Modifier = (sAccel in Gs x2) - Size Modifier

This adds (or subtracts from) directly to a vehicles dodge. (As
an additional houserule, I've been adding only half PD to defenses
to promote the effects of high piloting skill, but this is a bit
unelegant.) With a highly negative dodge modifier, GM Fiat often
dictates that a huge vehicle cannot dodge beam weapons fire at all
(instead, the big ships rely on cDR and lots of cHP).

The real problem here is, I am finding it difficult to figure out how
I could use the otherwise most excellent FEND rule;

<http://www.gamesdiner.com/fend3e>

..with these widely varying Skill/X dodge bases?

Also, while I would have no problems with eliminating PD from
armor entirely, the setting makes extensive use of deflector
screens (PD:8). If PD is removed, the problem is that these
fairly expensive deflector screens would become simply a waste
of money, so I would need some way to make these screens still
count for something somehow, justifying the expenses?

(I already have houserules with which very powerful beam weapons
as compared to force screen cDR or cHP, massive slow moving objects
or homing missiles can bypass the deflector PD. These all factor
directly into space combat tactics used in the setting.)


-Pauli
--
"Accompanied only by the full moon, howling of
the nightwolf, and the path under my bare feet,
the elvenpath.."
-Nightwish, Angels Fall First: Elvenpath
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