Re: Orbital Base Jumping
Something like adding the Soft landing system (SS p24) maybe a good idea, if you could add it to a powered suit. it doesn't nessesarily need to be stated for its DR verus re-entry, just that it is used up or discarded after re-entry.
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Re: Orbital Base Jumping
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TL Spacecraft dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range CostThe ECM helps prevent it from being easily hit. It is assumed that no more than 4 turrets require energy. If none do, you might want to replace the reactor with something. OTOH, if you have cheap/good Reactionless drives, you might want to skip the fuel and maybe buff the reactor. For long-range superscience descent, you may risk replacing an ECM station with a cloaking device, the AM reactor with a Vacuum, and the drive with a Cold Inertialess drive., reducing the heat signature (before entering atmosphere) to a mere +3, which with SM+4 makes the stealth capsule capable of being dropped from somewhere outside the solar system, and only being discovered upon reentry. If you're feeling extra nasty, and know your battlesuits can survive landing in a zone with some fallout, you might want to arm the turrets with AM missiles or bombs, and launch them upon entering atmosphere, thus tying up the planetary defense forces with chasing them instead of you. Now that inspires terror. |
Re: Orbital Base Jumping
That design works scarily well. Not quite what I was after, but I'd argue it fits my needs better if anything - specially since now I think about it, a solo marine in a battlesuit is still gonna get shredded pretty fast... But that, that's something the players can ride in on with a team providing covering fire. (Knowing the squad leader, with Ride of the Valkyries blasting out of a sound system somewhere)
I'd have to tweak it a bit to make it fit TL9^, I think - I forget exactly what TL antimatter reactors come in, but I'm pretty sure TL9 isn't it. Still, very very fun... |
Re: Orbital Base Jumping
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Re: Orbital Base Jumping
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Also, I tell you again that material that makes an effective re-entry shield doesn't necessarily have any DR at all against bullets or axes. And it is ablative in rather a different sense from GURPS armour. |
Re: Orbital Base Jumping
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Re: Orbital Base Jumping
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Also, minor nitpick: Switching places of the soft landing system and the ECM makes sense from a safety standard. But that's just me being pedantic. |
Re: Orbital Base Jumping
EM guns have twice the velocity, and thus twice the damage MULTIPLIER compared to conventional (unless you're flying so fast that it doesn't matter, which the pod likely doesn't).
It's hard to tell which hull will be facing upwards anyway: do you engine-break, manoeuvre horizontally, or try to keep the speed fast until you're low enough? |
Re: Orbital Base Jumping
I forgot about EM guns velocity, thanks for catching that. Even a conventional 2cm VRF gun will do 30d(2)pi++ (not dDamage) per hit, that'll cover just about anything that a drop pod should be able to destroy. For everything else there's missiles.
My point with the reorganization of the systems was that you're likely to be taking fire from the direction you heading in (otherwise you're really in trouble) and that that direction is unlikely to be the rear. I wouldn't want the soft landing system in the hull section facing the enemy. |
Re: Orbital Base Jumping
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The problem with aerobraking high and fast is that you get a lot of heat that way, and less slowing by ram pressure. On the other hand, neither craft nor crew can handle the ram pressure of re-entering any steeper than a couple of degrees, so you just have to solve the problem of the heat. |
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