08-14-2013, 01:59 AM | #11 |
Join Date: Jan 2010
Location: Los Angeles County
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
So from a character's perspective what is the difference between aiming at someone and shooting them vs aiming at them and firing a homing shot at them? What are the differences (in terms difficulty/importance) between setting up a shot that compensates for the effects of range vs setting up a "target lock" or whatever so you can fire a homing shot? Why would one or the other seem like a better idea?
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08-14-2013, 02:38 AM | #12 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
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Hmm. So you need 10mm at TL10, 7mm at TL11, which seems to explain why THS homing bullets are assumed to be Vision, not IR. |
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08-14-2013, 05:49 AM | #13 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
Well, Homing tech is using 3–8 µm IR, thermal imaging is using 8–15 µm. Now, obviously you're not going to be using the whole 4mm diameter of the bullet for optics. Maybe you can use a quarter - say, 1mm. In which case your wavelengths are at best 1/300th-ish and at worst 1/70th-ish of your optics diameter. I don't think that's good news.
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08-16-2013, 11:33 AM | #14 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
This thread is precisely why I just made the concrete decision to throw out all weapons in THS and CT and go only with UT and Langy/Cernig's Edgerunner custom weapon list (which is simply based off UT and HT). Thus, there are no "vision homing bullets" in my game, which I find quite silly, honestly. The one exception I make is to allow for multi-spectral micromissiles at TL10, which is quite minor in the long run. I otherwise toss out stabilized ammo and all the rest of that stuff, as I think it's grossly unrealistic and serves no actual purpose other than justifying the lack of energy weapons with some "gee whiz" ammo options. Yuck.
I, do, however, assume that virtually all TL10 firearms use a slightly modified ETC. So, I guess in the end, I've made a ton of house rules and completely ignored "canon." But at least things are clear for my game! :-D
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08-16-2013, 12:00 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
More importantly, thermal imaging requires low-temperature optics, due to room temperature background a 8-15µm being about 50x greater than at 3-5µm (5-8µm not used much; atmospheric transparency is quite poor in that range). Of course, that also means your 3-5µm homer can't detect room temperature objects.
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08-16-2013, 01:29 PM | #16 | |
Join Date: Nov 2011
Location: Seattle, WA
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Re: Combat loadouts for Transhuman Space 4e (RAW & Canonical!)
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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Tags |
ammo, ammunition, armour, combat loadouts, loadouts, weapons |
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