On Sat, Mar 1, 2014 1:58 AM CST Onno Meyer wrote:
>Brandon replied to me: >> I'd go LLS at TL10. > >I think I can afford 12 hours. Probably makes more sene at TL10, where hostile planets are common. >> >* I think it can't fly. Fusion rockets are too hot, ordinary rockets >> > don't have enough fuel, ducted fans are too heavy. They would cost too >> > much DR. >> >> Rotor pack? > >Heavy, bulky, dependent on the atmosphere. If I want it to fly, it >will be fusion rockets for "moon suits" or ducted fans for "planet >suits". Just thought I'd bring up rotor packs for completeness. Even the infamous Heliofly III had a poor payload, had it actually worked. When I wrote up a template and equipment list for such solders, I ended up with 14 year old boys armed with a pointed stick :/ (okay, not that bad: http://copeab.tripod.com/Characters/Helijager.html ) http://www.helikitnews.com/issues/heliofly.gif >> >* Projectile weapons or beam weapons? >> >> I personally favor projectiles, but for a generic setting perhaps you >> could list an alternate armament. > >50-lb. x-ray laser, RoF 8*, 6d*5(2), effective WPS 0.53 lbs. >50-lb. particle beam, RoF 4*, 6d*27, effective WPS 0.71 lbs. >5-lb. paralysis beam, RoF 1, HT-4, effective WPS 0.067 lbs. > >Nice punch, but the weight of the power cells is a problem. There >is little spare power for recharging in the field at this TL, >unless it comes from the transport vehicle. > >15-lb. railgun, 5mm APS, RoF 20*, 6d*3(2), effective WPS 0.0053. > >Nice low WPS, but the damage won't even scratch a serious suit. >A 30-lb. gatling on this caliber could be used for point defense, >but just how many weapons does a suit need? A big anti-suit beam >like the particle beam, a non-lethal sidearm, a high-RoF popgun, >and we haven't talked about missiles yet. What about a short-barreled, large bore railgun firing HEAT? Brandon _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
