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02-13-2013, 11:29 PM | #1 |
Join Date: Jun 2011
Location: Richmond, VA
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Building Zentraedi Power Armor
Ok I'm running a GURPS Supers game. So I am trying to use the Powers and Supers rules. One of the bad guys is a micronized Meltlandi however sometimes she will be full sized. What I am wrestlinng with is how to build her Queadluun-Rau power armor.
Her power armor has a fixed ST and many other powers that would function under powers and supers rules as gadgets. I just need help statting this out. |
02-14-2013, 12:35 AM | #2 |
Join Date: Mar 2010
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Re: Building Zentraedi Power Armor
In real-terms, not game terms, what can her power armor do?
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02-14-2013, 04:28 AM | #3 |
Join Date: Jun 2011
Location: Richmond, VA
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Re: Building Zentraedi Power Armor
I. Dimensions:
Length : 10.8 m Width : 18.4 m Height : 16.8 m : 18.8 m (with antenna) Weight : 32.5 metric tons II. Type: Designation: Queadluun-Rau Air/Ground Power Armor IV. Propulsion: Two Varshtanna type 342 plasma-shock expansion engines with vectorable exhaust. The thrusters are located in the back. Each has a maximum burst output of 260 kN and a maximum sustained output of 170 kN. Queadluun-Rau specific Inertia Vector Control System (IVCS). A large number of exhaust ports are located over the surface of the mecha, with two large exhausts to the sides of the chest and in the feet, and minor exhausts in all limbs and the main body. The IVCS is fed plasma from the type 342 engines. Fuel Capacity: 20 Standard Canisters of Protoculture. V. Performance: Maximum atmospheric speed (Earth like environment) : 1160 kph. Maximum running speed (Earth like environment): 176 kph. Delta-v capacity: 4.7 kps on graphite reactant. Average cell duration : 180 hours continuous operational use. VI. Sensor Systems: Radar tracking: VPAS2-SS (*) phased array radar with spherical coverage, for various scan/track, battlefield surveillance and counterbattery options. Optical tracking: VPAS2-SS Multi-band digital camera system, for medium range all attitude infra-red imaging, optical and ultra-violet band detection and tracking. VPAS2-SS Multi-frequency laser ranger and designator. Tactical Electronic Warfare System (TEWS): VPAS2-SS Radar Warning Receiver (RWR) VPAS2-SS Infra-red Warning Receiver (IRWR) VPAS2-SS Active sensor jammer VPAS2-SS Chaff and flare dispenser VI. Armament: Cannons: 2 Moldile Mistraekor-49 (also known under the Terran designation of RGT-F) 79.2mm triplebarreled rotary liquid-fueled, self-propelled low velocity cannons in the port and starboard torso. The cannons fired rocket-assisted semi-active laser guided HESH-shells with a maximum speed of 480 m/s at 180 rpm to a maximum effective range of up to 1.9 km in an Earth-like environment. The ammunition bin for each weapon could contain 60 rounds. 6 x Makharsz Vawnous-12 (also known under the Terran designation of DP-1) particle beam/pulse cannons, in two clusters of three cannons, one in each arm. In pulse mode, each cannon fired particles discs ('annihilation discs') at 4000 m/s to a maximum effective range of 8 km. In beam mode, each cannon fired a particle beam. Typically, the cannons fired in series when in beam mode and in parallel when in pulse mode. In both modes the yield of each cannon was 3.5 MJ per second. Missiles: 2 x Diwhaug Ratsatoul-8 missile launchers in the hips. The Ratsatoul-8 circular launcher for Glatrlan Diwhaug Universal Dogfight type Missiles (UDM) (Terran codename Maggot missiles) had 21 missiles in launch position, and no reloads. 2 x Diwhaug Ratsatoul-9 missile launchers in the shoulders. The Ratsatoul-9 circular launcher for Glatrlan Diwhaug Universal Dogfight type Missiles (UDM) (Terran codename Maggot missiles) had 21 missiles in launch position, and 21 reload missiles stored behind these.. VIII. Armor: The armor of the Queadluun-Rau was composed of an advanced titanium-steel alloy. The armor stopped all small arms and heavy infantry weapons fire, provided reasonable resistance to light mecha-mounted weaponry, such as the Zentraedi 22.3mm HE autocannon round, and poor resistance to medium mechamounted weaponry, such as the Valkyrie's 55mm APFSDS round. The Queadluun-Rau provided full protection from nuclear, biological, and chemical hazards, using a sealed cockpit environment. The internal consumables supplies could provide breathable atmosphere for four days maximum. In short this thing is bad ass |
02-14-2013, 08:54 AM | #4 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Building Zentraedi Power Armor
Taking a nibble at this:
Height : 16.8 m = 55 ft = SM+6 If your game uses metric widely, you might want to declare 1 GURPS yard = 1 meter to avoid having to do conversions in play. I usually do for scifi games. Maximum atmospheric speed: 1160 kph = 352 yards/sec or 322 meters/sec as Air Move. So, Flight (Newtonian Space Flight +25%), and enough Enhanced Move (Air) to reach Move 352 or 322, as desired. The exceptional maneuverability of the Queadluun-Rau with its vector control system probably qualifies for the full +25% Handling Bonus enhancement (B52) providing +5 to control rolls at high speed. Maximum running speed: 176 kph = 53 yards/sec or 49 meters/sec as Enhanced Move (Ground). Delta-v capacity: 4.7 kps = 5140 yards/sec or 4700 meters/sec, bought as Enhanced Move (Space) (Handling Bonus +25%, Newtonian -50%). For radar and other sensors, if you have GURPS Powers, I would start with p.150 and tweak those to suit.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
02-14-2013, 09:45 AM | #5 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Building Zentraedi Power Armor
Isn't there a conversion of a Valkyrie somewhere around here? Since the Spacy made the Valkyrie to fight the Zentraedi, Zentraedi power armor should be have stats comparable to a Valkyrie.
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02-14-2013, 11:15 AM | #6 | |||||
Join Date: Apr 2005
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Re: Building Zentraedi Power Armor
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If the armor is laminate, even DR 100 is enough to make it safe against its own 79.2mm cannons. Every other weapon it has would go straight through its armor. If it's not laminate armor, even the 79.2mm cannons would mulch it. Quote:
Part of the issue is that most mecha-genre stories tweak reality in favor of the mecha, which is pretty much a necessity for them to work. Fortunately, Supers is a good genre for such tweaks, too! While these would probably be the most realistic numbers, given the description here, what probably matters more in those genres is how they stack up against the expected opponents. If you're not expecting to fight tanks, then how it performs against them isn't terribly important (Although with its mobility, it'd probably do well against tanks in a constrained environment, like a heavily built-up urban area). Instead, it'd be best to evaluate the expected threats and then tweak the numbers to handle them as you would want a giant mecha to do. |
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02-14-2013, 12:33 PM | #7 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Building Zentraedi Power Armor
Pretty much what Phoenix Dragon says: It's a giant, glass target. Sure, against mid-level supers it'll be able to hold its own (assuming it can hit the gnats), but, when real firepower is brought out, its fragility will be obvious.
And, it will be the primary target for any heavy weapon. It's still better than the guy who wanted to bring a SM+6 transforming helicopter into my I.S.T. game with only DR 20. |
02-14-2013, 02:29 PM | #8 | |
Join Date: Aug 2007
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Re: Building Zentraedi Power Armor
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This is a _flying_ suit of armor with ridiculous maneuverability. I'd estimate it as at least 3 Gs instanly vectorable in 3 dimensions. It'd just fly over a field of tanks and rain massive volleys of armor-piercing missiles on them. The tank guns wouldn't even elevate high enough much less traverse fast enough to hit one. Just forget about tanks, they don't even fight on to the right battlefield. When they do get hit by things like air-to-air missiles they are relatively fragile. We're still talking HEAT rather than fragmentation warheads though. DR100 is probably about right. I wouldn't try and write one of these up as gear. It'd have to be an Ally (with Compartmentalized Mind/controls) or maybe even a Patron because it'd be so expensive. Very high Dex, lots of Enhanced Dodge. This unit does not lumber along like a tank with legs. It flies at blinding speed and with greater agility than even its' elite pilots possess outside of the mecha.
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Fred Brackin |
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02-14-2013, 04:18 PM | #9 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Building Zentraedi Power Armor
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Realistically, this thing has the problem that it doesn't really have an obvious role. It's inferior to tanks on open ground, to infantry in built up areas, and to real aircraft* in the air (assuming technological parity**). It's only benefit is that it isn't absolutely horrible at any of them. *No matter what phlebotinum you add, it's hard to get around the fact that this thing is about as far away from the Sears-Haack body as you can get. **And you may suggest it was built for asymmetrical warfare, so we can't assume equal technology. But military equipment in a realistic setting does not just compete against the enemy's equipment, but against friendly equipment fighting for a slice of the military budget.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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Tags |
gurps 4e, mecha, powers, supers |
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