11-26-2009, 12:14 PM | #11 | |
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: [Spaceships] SS Mecha vs. HT/UT Tanks, and 'ships vs. jets
Looking at the write-ups for the F-22 it got me thinking about my own questions on space fighters based off the modern model. Is it pretty typical to model a weapon bay as a "Hanger" and external hard points as an "External Clamp" and hand wave away the details of them actually carrying weapons? And for that matter, might this be addressed in Spaceships 7?
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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11-26-2009, 03:10 PM | #12 |
Join Date: Feb 2005
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Re: [Spaceships] SS Mecha vs. HT/UT Tanks, and 'ships vs. jets
well once SS7 comes out to e23 I'm sure this thread will be modified.
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All these lasers and blasters. But still, you can't beat a slugthrower with hyperdense ammo. |
04-08-2012, 06:26 AM | #13 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Spaceships] SS Mecha vs. HT/UT Tanks, and 'ships vs. jets
Tried making a UT Light Battle Tank with the new SS rules, including the official optional armour density option. End result is actually pretty close to the stats found in Ultra-Tech.
Changing the (single) 2-PP Tracked Drivetrain to a single system worth of Robot Legs changes Acceleration and Move from 2 yards per second squared & 20 yards per second to 5 & 5 respectively. However, Hnd/SR changes from -3/5 to +3/1. That's an improvement of +6 to Dodge. With Driving (Mecha) of 12, this grants an average Dodge of 9, which is kinda OK; with an ace driver at Driving-16, it becomes 11, which is nothing to sneeze at. (For comparison, a tank will have a Dodge of 3 at skill-12 and 5 at skill-16.) I'll take a look at the MBT found in HT a bit later. |
Tags |
mecha, spaceships, tanks |
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