What are the suits supposed to do?

* Cover a lot of area, fight anything weaker then them, if they encounter something heavy, call for the cavalry. Stealth is good for that, flying is good for deployment or retreats.

* Carry heavy enough weapons to kill a tank equivalent, but are cheap enough, that if the tank hits some of them first you still come out ahead. Get enough armor that area attacks become unviable. Flight to get fast, where you are needed. Stealth is more optional.

* Ambush heavier enemies, or enemies in larger numbers. Essentially a sniper. Stealth is your primary ability, plus you might want the ability to get away fast.

* Policing civilans in already held areas. No need for stealth, amror good enough for typical civilian weapons, flight for chases.

BTW since i just got that idea: If you have good flight abilities with good endurence, would it make sense to scrap the leg motors and have the suit hop like a chinese vampire, if you don't want to stay off the ground long? That would be a suit i'd like to see in a movie.

Johannes

On Wed, 30 Dec 2015, Onno Meyer wrote:

Using the old Vehicles rules, at TL10 and below flight capability for powered armor or battlesuits comes with serious drawbacks. Ducted fans and power cells are heavy, fusion rockets have a bad infrared (and visual) signature. At TL12 and above contragrav and reactionless thrusters are so effective that any suit would have either internal or detachable flight packs.

That leaves TL11. Flight capability will take a serious bite out of the mass for armor, stealth, or armament, but it can be done. Is it worth it?

A related question is how much stealth a 'credible' battlesuit needs. With stealth, I mean radar stealth, emission cloaking, sound baffling, etc. With an area of 45 sf, basic stealth, basic emission cloaking, basic sound baffling, and intruder chameleon are 81 lbs. Almost the weight of four spare rE cells on hardpoints ...

Scenario 1: Flight is suicide, and stealth stops to work the first time the suit goes prone in the mud. Armor and armament are the main priorities.

Scenario 2: Flight is still suicide, but TL11 stealth should be workable for suits. Perhaps it includes some self-cleaning top layer. Being unseen is at least as important as being bulletproof.

Scenario 2a: As above, but with maneuvering thrusters for zero or very low gravity. The Space Marine variant?

Scenario 2b: Flight packs are an optional extra, they can be swapped for heavier weapons or more endurance.

Scenario 3: Two-dimensional maneuver is outdated. If you cannot fly, you will be outflanked by those who can.

Any thoughts?

Regards,
Onno
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l

_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l

Reply via email to