09-29-2008, 12:52 PM | #11 | |
Join Date: Aug 2005
Location: Denmark
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Re: Battlesuits & Supersoldiers
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Even with ST:40 and with a vibro-sword you not get more than about 8d (5). It's pretty easy to get ranged weaposn that does at least as much as that, but most likely A LOT more. But the primary benefit of ranged weapons is not damage, it is... range! What does it matter if you can punch me to death when I can shoot you in the head 7 times before you get close enough? And then we got High RoF weapons which gives even more hits. Most often people have problems with the opposite, where they WANT melee to be just as or more powerfull than ranged weapons. GURPS doesn't do that very well, even in extreme examples such as the one above. |
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09-29-2008, 07:25 PM | #12 |
Join Date: Jul 2007
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Re: Battlesuits & Supersoldiers
Well, the problem is pretty much solved, thanks to the first few comments. I think I'll just use expertly trained mortals. After all, that would, IMO, be far more likely, cost considered.
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Hoc est cur amicam non habeo. No, my screen name is in no way related to games, comics, shows/movies, or anything of the sort. Last edited by Avatar; 10-02-2008 at 12:38 AM. |
09-29-2008, 08:13 PM | #13 |
Join Date: May 2007
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Reason for Battlesuits --
For about the last century, the big killer of troops on the battlefield has been the fragmentation & blast from large amounts of indirect fire weapons. IIRC even in a guerrilla war like Vietnam, less than 50 percent of all casualties were caused by direct fire weapons.
As such, even if armor won't stop the Super-Zip kinetic energy direct fire projectile, you can still cut down on your side's casualties by full body armor. Second, even if the top-of-the-line armed forces all have Super-Zip anti-body-armor rounds, the stuff is much more expensive than the plain-vanilla small arms ammo. As such (again) it's worth while for use vs. guerrillas, rioters, and others who won't have the Super-Zap stuff. So -- short version -- full body armor is going to be useful and as long as you're carrying the stuff you might as well make it powered so you can carry more of your own ammo, gear, etc. |
09-29-2008, 08:30 PM | #14 | |
Join Date: Nov 2004
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Re: Reason for Battlesuits --
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09-29-2008, 09:25 PM | #15 |
Join Date: Jul 2008
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Re: Battlesuits & Supersoldiers
Supersoldiers in battlesuits have some definite advantages. Enhanced DEX and reflex boosts are of course an enormous edge for any combatant, but strength also could be useful depending on the preferred weapons. If people are going to be shooting at you with gauss rifles, with their dinky pi- damage, or grasers with their incredible armor piercing, having some extra HP may just keep you on your feet.
And like all biotechnology, if done right your supersoldiers aren't all that expensive to get more of. Development is a big-ticket item, duplication not so much. Of course, they do have to be raised and trained. |
09-30-2008, 06:18 AM | #16 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Battlesuits & Supersoldiers
You should think of advanced armour as being a flak jacket with, very nice, bells and whistles. Like Fred# said, Frag is a major killer.
whatever suit you choose, nanoweave etc, add the stealth options to it. Ghost in the Shell Therm-optic camouflage troops will be harder to shoot. Melee becomes an option. How about a battlesuit sized hyperdense vibro-sabre? ST12 (limit of use is ST36?) Sw +1d+1 (10) cut, Th +2d (10) Imp wgt 3.5/C $70,000. At a boosted ST of 32 that will, on average, need DR160 to stop(?). Moderately strong troops in heavy battlesuits could shred the limbs of their ilk and be a serious threat to Dreadnought suits. Add in velocity sensitive forcefields and ranged weapons become good for riot control with Martial Arts for the serious work, like killing MICVs .
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
09-30-2008, 11:21 AM | #17 | ||
Join Date: Jul 2007
Location: One Mile Up
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Re: Battlesuits & Supersoldiers
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10-01-2008, 09:43 PM | #18 | |
Join Date: May 2007
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I like this point . . .
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The 5307th Provisional Group, better known as "Merrill's Marauding Midgets!" (with apologies to the vertically-less-empowered folks everywhere. Have to be PC in the 23rd century, of course . . . ) The smaller you are the smaller the surface area of the suit & the thicker the armor can be, the less mass of the armor the more effective the strength of the mechanism . . . wow. So. You go into the Space Marine's bar -- and the tall, strapping John Wayne types are the chairborne pencil pushers -- the real HE-men are the short little pasty-skinned guys (don't get much of a tan through the suit, stranger!) who man the Storm-Assault suits for the heavy in-close action . . . |
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10-01-2008, 10:48 PM | #19 |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: Battlesuits & Supersoldiers
OF course, ST does give HP, and when your suits batteries cack out, it may be nice to have troops who can still move, even if ponderously and slowly.
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10-01-2008, 11:10 PM | #20 | |
Join Date: Mar 2005
Location: near Houston
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Re: Battlesuits & Supersoldiers
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(yes, I know that in 4e HP = ST, but given the damage of ultra-tech military weapons, a few extra HPs are irrelevant)
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com Last edited by copeab; 10-02-2008 at 12:59 AM. |
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