Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-16-2011, 03:15 PM   #11
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by lexington View Post
The Orion and the like are racial templates, aren't they? Being a SEAL is a combination of selecting for outliers in the population and then giving them specific training. To get an Orion soldier you should probably stack the Orion on top of something like a SEAL.
Err, why? The SEAL template seems to be appropriate specifically for denoting Elite-quality troops. OTOH, Super-Soldiers can be of ANY Troop Quality.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 06-16-2011, 04:40 PM   #12
lexington
 
Join Date: Jan 2010
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by vicky_molokh View Post
Err, why? The SEAL template seems to be appropriate specifically for denoting Elite-quality troops. OTOH, Super-Soldiers can be of ANY Troop Quality.
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.
lexington is offline   Reply With Quote
Old 06-18-2011, 03:05 AM   #13
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by lexington View Post
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.
I guess I should've been clearer. Here's what I'm trying to say:

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)?
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper

Last edited by vicky_molokh; 06-18-2011 at 08:05 AM.
vicky_molokh is offline   Reply With Quote
Old 06-18-2011, 04:58 AM   #14
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by vicky_molokh View Post
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)?
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).
Sam Baughn is offline   Reply With Quote
Old 06-18-2011, 05:30 AM   #15
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by Perfect Organism View Post
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).
Well, I doubt there is a reason why you can't keep training whatever Super-Soldiers you have up to Élite level. The question is, what is required to make a Super-Soldier in the first place*. A Riflemen squad has a base cost of 60k to Raise, and the Super-Soldier feature adds +200% to that cost, which means that for a mass-production sort of program, a single Super-Soldier costs +$12k per person modified. Seems a bit low, given the prices of biomods and cybermods in the techbooks.
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.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 06-18-2011, 07:31 AM   #16
D10
 
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by vicky_molokh View Post
Well, I doubt there is a reason why you can't keep training whatever Super-Soldiers you have up to Élite level. The question is, what is required to make a Super-Soldier in the first place*. A Riflemen squad has a base cost of 60k to Raise, and the Super-Soldier feature adds +200% to that cost, which means that for a mass-production sort of program, a single Super-Soldier costs +$12k per person modified. Seems a bit low, given the prices of biomods and cybermods in the techbooks.
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.
Probably time money and a very good program that gets the best of the best from a much bigger pool in the military.

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 ?
D10 is offline   Reply With Quote
Old 06-18-2011, 07:35 AM   #17
Anders Gabrielsson
 
Join Date: Jun 2011
Default 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.
Anders Gabrielsson is offline   Reply With Quote
Old 06-18-2011, 07:54 AM   #18
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by Anders Gabrielsson View Post
200% of 60k is 120k.

Otherwise, please carry on. I find this discussion interesting.
In Mass Combat, a single Element of infantry (the unit for which the price is given) consists of 10 people.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 06-18-2011, 09:00 AM   #19
Langy
 
Join Date: May 2008
Location: CA
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by vicky_molokh View Post
In Mass Combat, a single Element of infantry (the unit for which the price is given) consists of 10 people.
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.
Langy is offline   Reply With Quote
Old 06-18-2011, 10:34 AM   #20
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by Langy View Post
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.
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.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Reply

Tags
bio-tech, mass combat, super-soldier, supersoldiers, ultra-tech

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:32 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.