06-16-2011, 03:15 PM | #11 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
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06-16-2011, 04:40 PM | #12 |
Join Date: Jan 2010
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
Maybe not SEALs in particular but soldiers do get training and should have higher average physical stats than the population they are taken from. Orions and the like are just racial templates, without any training. A better comparison would apply some effects for training to the supersoldiers.
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06-18-2011, 03:05 AM | #13 | |
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
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All soldiers (we'll talk about riflemen for simplicity in this case) have some sort of training, unless they're totally inferior. It is assumed they have some points in Soldier, Rifle, Savoir-Faire (Military) etc., and likely Fit and/or HT+1. SEALs are totally realistically existing soldiers, and they have the SEAL Template; they are probably one of the archetypical Élite units. So, Human Template + Average Soldier Template == Average-Quality Riflemen. Human Template + Veteran Soldier Template == Good-Quality Riflemen. Human Template + SEAL Template == Élite-Quality Riflemen. Now, there's the Super-Soldier feature, which can be expressed with at least one template, so that: Super-Soldier Template + Average Soldier Template == Average Super-Soldiers. Super-Soldier Template + Good Soldier Template == Good Super-Soldiers Super-Soldier Template + SEAL Template == Élite Super-Soldiers The question is, what reasonable templates can 'bestow' the Super-Soldier feature, which are also compatible with the Troop Quality templates (but don't have overlapping traits, as then it would be impossible to construct an Élite Super-Soldier unit)? Last edited by vicky_molokh; 06-18-2011 at 08:05 AM. |
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06-18-2011, 04:58 AM | #14 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
It might not be possible to make elite quality super-soldiers at TL9, since a good chunk of the upgrades possible at that TL are things which you should get from elite quality training / selection anyway, like Combat Reflexes. Even with cybernetic implants, I think that 'average' super-soldiers is about your limit at TL9 (especially since you presumably have a much smaller number of recruits to select from).
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06-18-2011, 05:30 AM | #15 | |
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Join Date: Mar 2006
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
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Boosted Reflexes alone (+2 Basic Speed for 2FP/minute) cost $9k. Subdermal Armour (8 DR vs Piercing and Cutting + 4 DR vs everything, both Tough Skin) is $2k. * == If the requirements are extremely high, it might end up being impossible at TL9 without some handwaving, or altering the default GURPS tech progression. |
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06-18-2011, 07:31 AM | #16 | |
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
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You would probably get guys with many good atributes, Combat Reflexes, HPT, fit or very fit imo. At a higher TL, I think all battles involving people shooting at people with guns are gonna be guerrila and attempts to take over facilities etc.. Might as well design them as super commandos, and focus on specific mods and training for each member of the unit so you can do more with less, maybe ? |
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06-18-2011, 07:35 AM | #17 |
Join Date: Jun 2011
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
200% of 60k is 120k.
Otherwise, please carry on. I find this discussion interesting. |
06-18-2011, 07:54 AM | #18 |
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
In Mass Combat, a single Element of infantry (the unit for which the price is given) consists of 10 people.
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06-18-2011, 09:00 AM | #19 |
Join Date: May 2008
Location: CA
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
Actually, it's not always 10 people. It can be between something like 4 and 10 people. A super soldier (or special forces) element would probably have fewer people in it.
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06-18-2011, 10:34 AM | #20 |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?
True, it can also be 15 people - MC says to treat as 10 in low-tech, and as a Squad in high-tech+. Anyway, reducing the number of super-soldiers in an element means having even better Super-Soldiers. Not sure if the best cost/TS improvement would be achieved if we assume 4-person squads.
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Tags |
bio-tech, mass combat, super-soldier, supersoldiers, ultra-tech |
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