07-22-2013, 07:57 AM | #1 |
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Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
Greetings, all!
There's a situation that caused me to reconsider Cherry's armaments, and I started reading up on the arms and armour options in THS. (Also, another player in another THS game might be interested in results too.) So, I'm looking for various ideas about optimising combat loadouts for various 'adventurers' and 'troubleshooters'. I'm looking for strictly canonical and RAW loadouts, i.e. Ultra-Tech is generally off-limits. Here are some things I noticed and am wondering about: Arms The new rifles of 2100 are kinda meh: The AMR (THS:CT p. 63) is a barely-lightened (light-barreled?) Barrett M82A1 (HT120). The battle rifle (ditto) has an abysmal Acc 3, and 5d. But at least it has 100 shots. The mini-missiles are actually quite good for taking down RATS and battlesuits - if they hit successfully. See below. Ammo Oh boy. The gun is good with those bullets. Most of this on p. 64 of Changing Times. First of all, the absolute minimal upgrade - Stabilized Ammo - will do wonders for the skill levels, thanks to reducing the range by 30% for purposes of calculating range penalties. This is enough to compensate and overcompensate (assuming unaimed fire) for the battle rifle's low Acc. Homing ammo is meh in 4e, because the wording of Homing is such that you must do an Aim if you want it to home in onto the target even at skill 10. That's before having to roll Guns in order to get any Acc after an Aim. It's basically a nice way to get rid of range penalties completely if you Aim. But really, having it be Guided is just better. Laser-Homing. Speaking of Guided, it looks suspiciously like it's actually laser-guided, since you need to keep designating the impact point. But if it's not GURPS-Guided, it's meh. Gestalt. Cool on paper, but probably inferior to Stabilized and Homing (Guided?) in practice, since it barely improves your chance to hit. Getting multiple hits instead of one isn't always the best thing. AP and APS are meh. APFSDS (HT167) or even APFSDSDU (HT169) is brutally better (though I suspect DU is replaced with a TL10 material of some sort in THS). For missiles, HEMP is, of course, good. Though HEAT (HT170) isn't much worse either if live in a Broken Dream. I frankly don't get the attraction to SEFOP. Accessories The Gyrostabilized Weapon Harness (THS:CT 64) is, of course, good for high-Bulk and/or high-ST weapons when you have enough weight allowance. There's also another black horse winner: Mini-Computer Sight (High Tech p. 157). This TL8 invention will give you +1 to Guns and another +3 to Acc. And since the computer can be hosted in your head while the guns already include a nanocamera and a laser, it seems like the weight/Bulk issue is solved by TL10. Armour Reactive Armour Paste (TS161) is must-have. It's also notably worse than the one in UT: no more DR multiplication against HEAT/HEMP/etc. Given that a Clamshell (TS160) can be clamped onto flexible armour without any drawbacks, one can assemble a rather light Heavy Smartsuit + Heavy Clamshell, for DR 95 on the torso, but with only 18lbs of encumbrance. Wearing an arachnoweave veil-and-hood under the helmet might be a good idea, since layering a flexible concealable armour piece under the helm does not affect DX (B286). That's a potential DR68. Funnily, battlesuits (TS160) are up to DR70 and RATS are DR40-60 (various Shell-Tech pages), which is worse than layered armour. --------------------------- Thoughts, additions, comments? Thanks in advance! Last edited by vicky_molokh; 07-22-2013 at 12:08 PM. |
07-22-2013, 11:57 AM | #2 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
Including page references to the different options or at least which books you used would help coordinate with your work so far.
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07-23-2013, 01:47 AM | #3 | |||
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
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Hmm. For 30mm, HEMP is 6d×3 (10) cr + linked 2d cr ex [1d+1] SEFOP is 5d×3+15 (3) cr HEAT is 12d (10) + something linked For 15mm, HEMP is 5d×2 (5) imp + linked 1d cr ex [1d-1] SEFOP is 4d+4 (2) imp I don't see a benefit of SEFOP. The 'weak sides' seem to usually have like -30% DR compared to strong sides, but the penetration difference between warheads is bigger than that. It seems like Quote:
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Last edited by vicky_molokh; 07-23-2013 at 01:55 AM. |
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07-23-2013, 02:41 AM | #4 | |||
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
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It's fantastic when you can get a Concentrate in, can't afford to keep guiding it and/or need to keep Concentrating for more shots, and do not want to target hit locations. But when distances are below 500 yards (pretty much always inside constructs of any sort; pretty common in urban engagements), Guided is better due to having good chance to hit (no Range Penalties) but providing that without an Aim. Which is why I wonder about whether in 4e, Homing ammo can be multipurposed into Guided. |
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07-23-2013, 03:22 AM | #5 | |
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
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The campaign does consider (depending on jurisdiction), but my character has workarounds to get past the usual restrictions. |
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07-24-2013, 01:25 PM | #6 |
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
I just realized that Homing missiles are worse than homing bullets because missiles have a range of 500.
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07-24-2013, 04:50 PM | #7 | |
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
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TS156 lists both ½D and Max of missiles as 500, p. 63 of Changing Times list missile ranges as simply 500, i.e. without marking any difference between ½D and Max. So they have enough endurance for crossing 500 yards, and that's it. |
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08-13-2013, 12:48 PM | #8 |
Join Date: Jan 2010
Location: Los Angeles County
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
Can I ask a ThS weapon question here?
*immediately asks question* How are homing bullets used? I understand that game-wise they are used to get around range penalties but how does one control/fire/use one? I'm trying to imagine using them in (say) ARMA and I just don't see what situation you would be in where you could set a target for one but not be able to just shoot the target normally. |
08-13-2013, 03:19 PM | #9 | |
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
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You Aim, and roll your skill*. On a success, you lock on, which means the shot will be done at 10+Acc. Fail, and it's just 10. Homing projectiles ignore range penalties. The rules are in Basic Set; strangely, UT lacks many of the ammo upgrades found in THS, including homing bullets. This all fiddling is why I went for Guided ammo instead. * == in the specific case of THS handheld guns, it's the appropriate Guns skill, not Artillery. |
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08-13-2013, 03:39 PM | #10 | |
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
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Last edited by vicky_molokh; 08-14-2013 at 02:39 AM. |
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Tags |
ammo, ammunition, armour, combat loadouts, loadouts, weapons |
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