Onno Meyer wrote:
Datum: Wed, 13 Jan 2010 20:58:02 +1300
Von: "Classified TS/BBR" <[email protected]>
An: "The GURPSnet mailing list" <[email protected]>
Betreff: Re: [gurps] How to justify a Mecha

Pauli wrote:
- Species compatibility skill bonus and higher maneuverability,
better combat engineering abilities, ease of changing the main
armament by simply picking up a new mecha rifle and also mechs lend
themselves better for multienvironmental operations than tanks

I hadn't thought of mecha rifles. What are the benefits and drawbacks, and why can't tanks find an equivalent mod?

* Carrying a rifle in articulated arms means it can be dropped when it is damaged, out of ammo, or in the way. But the same
  would also apply to pods, and tanks could mount pods on their
turret, too. * It would be possible it carry a much longer rifle than in a turret mount, which could matter for long-barreled railguns.
* It can be used from partial cover, especially if there are good
  sensors in the rifle.


Also, mecha can use their hands to maintenance, repair and
reload/resupply each other on the field - Even while under a small arms
fire threat.

- Transformable mech with thrusters can flexibly perform the duties
of both an aerospace fighter and a ground combat AFV, which can
help with both achieving aerial superiority and simultaneously
delivering the armor onto the battlefield more quickly.

If you can do that with legs, why not with wheels or even tracks?

With GURPS 3e Vehicles rules as is, 2 legs provide a vehicle with
Skill/2 dodge base, wheels or tracks are only good for Skill/4 dodge.

Furthermore, species compatibility bonus adds +3 levels of skill for
those 2 legs when compared with wheels or tracks.

If mecha are being used by highly skilled 16 to 25 skill level pilots,
this results in a very notable chance to evade most of the incoming
direct fire. High piloting skill can make for a lots more difference
in a 2 legged mecha than in tracked or wheeled AFV.

And if the environment is urban battlefield, chances are that more
maneuverable mecha can consistently 'retreat-dodge' and disappear
behind buildings with +3 to dodge score, while the more clumsier
tanks often cannot.


And with TL12 contragrav or TL11 reactionless thrusters, you get flying brick tanks as default AFV, I believe, hovering close to the ground most of the time.

Mechs are more expensive than tanks and can never have quite as
good armor as a tank of equivalent tonnage, but these downsides
do not matter so much when one really wants the best and most
tactically flexible combat vehicles for the more skilled soldiers.

A bit like a "speed as armor" doctrine. That didn't work so well.

Well, as the rules for dodging are in Vehicles 2nd, 2 legs gives Skill/2
dodge, wheels or tracks gives Skill/4 dodge.. Tank driver ace with
Skill 20 (and Combat Reflexes of course) would have dodge score of
6, whereas a similar Mecha pilot ace would get skill level 23 with
the same hours/character points logged, and would get a dodge score
of 12. (PD or situational bonuses are not included in these base dodge
scores)

Against PD negating attacks like HEAT warheads, the tank ace is for the
most part unable to dodge (9% or so chance), but a mecha could
conceivably avoid several such attacks.

More than just speed as armor, I am talking about both tactical
flexibility and ability to get more of an effect from a high skill
level, a force multiplier of sorts. Hence elite forces would benefit
more from mecha than 'green' or inexperienced troops who really cannot
dodge much incoming fire in any case (better to give them cheaper and
more expendable tanks)..

..Yes, dodge score can be a very important statistic in GURPS. Ask any
player whose character has ever been targeted by modern/futuristic heavy
weapons fire. ;)


This may actually lead to mecha versus tanks battles
where tank casualties just keep on piling up despite their higher damage
resistance scores.

... which might just possibly be a strategic victory for the tanks,
if the attacker expends enough of those highly priced Mecha.

Defender always has a certain homefield advantage, tanks or mecha.. Of
course, an elite mecha force could also hold and defend an urban area,
stopping and flanking an invading tank force.. Smaller, more skilled
force with the more expensive mechs may well be able to accomplish
required mission objectives in urban conflict zones with less
collateral damage than a horde of low-skill tanks.


-Pauli
--
"Our ship is made out of darkness, she mocks the laws of nature.
With cables, ropes, tackle and sails, she moves on the waves
of the void. On her decks a red crew, dark as if painted with
blood. From among the hooded cloaks of crimson, eyes of
silver gleam darkly.. Oldest of all is Hiram of Malta, the Red
Commander. He knows the secrets of Schwarzchild Radii, of Neutron
Stars and Cepheids. His hidden paths we follow, like ghosts from
space we strike deep, only to disappear again soon, sometimes even
the fear itself is afraid of us.."
-CMX, Punainen Komentaja
(Translated from the Finnish song 'Red Commander' by CMX)
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