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
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