> From: Onno Meyer <[email protected]> > >Zan replied to me: >> > How do you deal with VE91, that stealth doesn't work with >> > loaded hardpoints? (I'm ambivalent about that rule; while >> > stealth depends on a careful geometry, you can combine >> > stealth and turrets, so why not stealth and removable >> > pods? But it is the RAW and I try to play by the rules.) >> >> I just did some Google searching on stealth and conformal fuel tanks. >> It appears that all the current stealth aircraft support stealthed >> conformal tanks. I don't know if that qualifies as a hardpoint or not. >> >> It also appears that the stealthed up F-15SE has a "hack" that puts >> weapons into its conformal fuel tanks, making them into stealth weapon >> pods. If that can be done for an old fighter design, why not for new >> designs? > >And Johannes wrote: >> I assume the spirit of the rule is, that if you attach something, that >> does not fit to the vehicles stealth concept, stealth does no longer >> work. And hardpoints are designated attach anything points. >> >> So if i am GM i would rule, that pods, that have stealth and are >> specifically designed for that specific vehicle, would not disrupt >> stealth. Propably i'd also rule, that all stealthy pods need to have the >> same shape and size, that have been determinated when the vehicle was >> designed. > >According to Vehicles and the Vehicles Expansions, only modest stealth >can be refitted to existing designs. That implies all other types must >be incorporated from the beginning.
I'm not sure how effective stealth would ground vehicles. It's already going to be quite difficult for a ground vehicle to detect another ground vehicle with radar (while other sensor types are more effective). And if a ground vehicle gets detected from the air ... well, it's pretty dead, and again radar isn't the best sensor for that job. >But the point remains, I'd rather stick to the rules as written, no >matter how "logical" the house rules are. The RAW have been tested >and balanced against each other, tweaking one aspect because of real >life is iffy. We can talk about generalities, but once we start writing up vehicles, we have to design for a setting, which often requires tweaking the rules. Brandon _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
