Dear GURPSnet,

I've been wondering what kind of equipment (especially vehicles,
of course) one would give to a very high TL combat engineer unit.
I'm talking about 3E rules for now.

* The classic engineer missions are mobility (building roads and
   breaching obstacles), countermobility (building obstacles) and
   survivability (building shelters). Demolition and urban combat
   also feature, but you don't always use engineers for that.

* If you have contragrav at TL12+, mobility and countermobility
   look different, but you'd still want those capabilities to
   clear starports and similar sites.

   Bridging is out. Bulldozers, graders, backhoes will still have
   their place.

There will still be land needs to clear for civilian vehicles, wildlife, perhaps still using bridges to create accessways for people to get to different floors of buildings.

Clearing small landing areas will be important.


* According to the rules, contragrav vehicles can have bulldozer
   blades, but how much thrust do you need to make them viable?

Do you want the ST of a pickup truck or a bulldozer?

* Might there be dedicated vehicles with many cyberswarm hives,
   or will each vehicle have a few?

each vehicle will have at least one (repair, defence, maybe medic)

* What is TL12+ mine clearance? What are TL12+ minefields? Does
   it differ from EOD?

A TL8 mine-clearing device is a large flail.

http://en.wikipedia.org/wiki/Mine_flail


* At a first glance, manipulator force screens (VXii22) look
   neat, but their ST is too low to matter.

Could be important for small arms and shrapnel defense (and against dust/toxic fumes).

* Would engineering be a role where bipedal mecha might be
   justified?

Any thoughts?

I think so. (But I just watched the pilot for Transformers: Rescue Bots which is about somewhat bipedal high tech recovery vehicles...)

The flexibility and mobility in urban areas should be useful.


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