11-14-2014, 09:41 AM | #1 |
Join Date: Jul 2012
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Point Defence on a Dreadnought Battlesuit
One of the few things you might be worried about in a Dreadnought Battlesuit seems to be missiles. Could you fit an AI-powered point defence cannon to such a suit to deal with incoming HEMP warheads, for instance?
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11-14-2014, 11:47 AM | #2 |
Join Date: Jul 2007
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Re: Point Defence on a Dreadnought Battlesuit
If the suit couldn't fit the AI, it could have control links for one on a "command suit". That might even be preferable. Particularly, if you have multiple suits that can cover each other.
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11-14-2014, 11:51 AM | #3 |
Join Date: Jun 2013
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Re: Point Defence on a Dreadnought Battlesuit
Wait, does GURPS have rules for missile point defense? Where the heck are they?
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11-14-2014, 12:05 PM | #4 |
Join Date: Jun 2013
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Re: Point Defence on a Dreadnought Battlesuit
Spaceships has them - the gunner (in this case, the AI) takes Wait (Point Defense), and for any projectile that tries to hit the ship the gunner gets to take a shot at in an attempt to destroy it.
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11-14-2014, 12:55 PM | #5 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Point Defence on a Dreadnought Battlesuit
Note that Spaceships assumes gunnery actions on the scale of somewhere between 20 seconds and 10 minutes per resolution of one attack.
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11-14-2014, 01:38 PM | #6 | |
Join Date: Jun 2013
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Re: Point Defence on a Dreadnought Battlesuit
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Also makes me wish that rapid fire added to accuracy a little faster than it does now... |
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11-14-2014, 02:02 PM | #7 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Point Defence on a Dreadnought Battlesuit
Quote:
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11-14-2014, 02:15 PM | #8 |
Join Date: Nov 2009
Location: Oregon
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Re: Point Defence on a Dreadnought Battlesuit
For mounting the laser, you could use Shoulder Servomount (UT151). As for operating it, for simplicity's sake I'd assign it a "Parry" score rather than making every Point Defense attempt its own attack. Larger missiles would be easier to hit, but would also require more damage to disable, so I'd call that even and not assign modifiers for missile size. More advanced missiles would be faster or more evasive, so would have a penalty. Likewise, missiles fired at close range (or which pop up over cover) would be harder to intercept.
I'd actually handle ECM the same way, as a "Block" score modified by the sophistication of the missile's electronics. Of course, none of these stats exist yet. I'd be curious to see what results you folks get from intercepting missiles "manually", as a benchmark for the difficulty of these defense rolls. |
11-14-2014, 02:46 PM | #9 | |
Join Date: Jun 2013
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Re: Point Defence on a Dreadnought Battlesuit
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Vicky, are you suggesting that I shoot the missile launchers first, or that I take an initial Aim action on the launchers and wait subsequently to count my point defense shots as aimed? Because the latter actually sounds like a cool idea, especially if I'm far enough out that no missiles can get to me in a second (and thus it's safe to take the Aim action). |
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11-14-2014, 03:03 PM | #10 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Point Defence on a Dreadnought Battlesuit
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If they're too tough, and the launchers themselves are protected except when actively launching, then it's a better idea to track as many targets as you have Enhanced Tracking + 1, with Opportunity Fire (Wait/Aim), and shoot as they launch, keeping Acc. |
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