Onno Meyer wrote: > Got the book from my parents' attic. Read chapter 1. > > * The suits have "jump jets". They are sufficient to start a jump > from empty air, i.e. to fly for a short time. > * They have sufficient power for two suits to carry a third. > * It is implied that even full power does not allow sustained flight. > How that meshes with the previous point remains to be seen. > * A trooper carries several hundred pounds of ordnance, including > up to four kiloton-range missiles and an "Y-Rack" grenade > launcher. The flamer is only a sidearm. > * Suits have radiation shielding, unless that is "duck and cover" > propaganda. > > Thinking GURPS, my first reaction was to make the jump jets > TL10 fusion rockets with a few minutes worth of reaction mass. > That way, the inability to hover is a tactical and logistical > constraint, not a technical inability. > > On the other hand, jumping ahead to a part of chapter 13 that > I had remembered shows them resupply air and power, not any > kind of jump jet fuel. So maybe TL11 reactionless thrusters are > a better match ... > > On the gripping hand, ISTR the term "go juice" from somewhere.
Sci-fi vehicles that can manage short-term flight but not sustained flight sometimes refer to fuel restrictions; but more often, they refer to jets that run hot and need a cooling off period. Since overheating is one of those issues that GURPS Vehicles glosses over, I can see where the difficulty lies. -- Jonathan "Dataweaver" Lang _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
