Re: Orbital Base Jumping
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Re: Orbital Base Jumping
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Re: Orbital Base Jumping
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Re: Orbital Base Jumping
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TeV |
Re: Orbital Base Jumping
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Re: Orbital Base Jumping
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Basically, all guns are TL8, but melee weapons and ammo are TL9, so any TL9 improvements for ammo cost or which weapons can handle which rounds are counted. Engines, anything TL9 that isn't reactionless superscience or a warp drive is available. (I seem to recall an electric reactionless engine that wasn't superscience? Though that wouldn't be much use for these purposes) The reason for this is primarily plot-based - the prime BBEGs are using TL10^ tech including energy weapons, reactionless drives, and their own warp engines, while the other races are using TL9 gear with a warp gate network limiting their mobility. I imagine if scientists could get their hands on an Amovorc ship in one relatively intact but not actively-trying-to-kill-them piece, combined with existing experiments into reactionless drives and one of the races being geniuses with reverse-engineering the council would have their own versions inside of two to five years, the only issue would be manufacturing enough to retrofit. Reactors, again, most anything TL9^, and psychotronic reactors are available; and at least among the merc companies, they get enough psychic or psionically-gifted people that they could probably assign one to a ship as a power source without too much shuffling at any given time. (One of the players is a high-level teke, and another is a low-level ESPer - and the presence of two psis on one team isn't considered unusual in the slightest.) If you want me to give an itemized list, let me know and I'll try to throw one together for you, though off the top of my head I don't recall any explicit deviations from the above - my idea for allowing most superscience was that collaborating with other races has pretty much meant things we assumed impossible are now almost routine, simply because we had no idea how to do it. Much like it never occurred to, say, the Yskzvani to develop guns, simply because they never developed the tech to allow for it or thought about it. (Considering they're a race of psis, their answer to 'Gee, I really wish this piece of metal was in that bugger all the way over there but I just don't want to walk that far' was generally to fling it at him via teke. Or give it to someone to give to their brother who's been paid off to get close enough to fling it at him as a distraction while another assassin hits from a different angle - Yskzvani make Xanatos Speed Chess look like their national sport) |
Re: Orbital Base Jumping
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I you, very theoretically, can still fit a 24kT nuke into a missile turret if you want to provide the priority targets for the enemy, you'll need your suits to be rad-proof and the stuff will be overpriced. So, more likely to just use conventional guns with self-guided warheads, or simple missiles. Either way, you can ditch the reactor now. Quote:
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All in all, the thing just got very, very impractical. Now it's essentially a slightly self-guiding space parachute for 10 marines. Now, regarding the rough landings: A crash-landing inflicts a 0.1mps collision randomly on either the front or the central hull. That's 6d × 3 × 15 × 0.1 == 6d×4½ dDamage, or 95.5 dDamage on average - enough usually completely destroy it. So, Now, vertical landing requires 0.1mps per attempt per planetary gravity, and takes 20/(Acc-G) minutes, halved for a streamlined craft in atmosphere. So the two choices for engines are HEDM (2G, 0.5mps) and Chemical (3G, 0.15mps). For landing on Earth, this produces the respective results of: HEDM: 10 minutes, 2 rolls, and 1/5 of a fueltank per attempt. You need two successful rolls in a row, and can retry 4 times per tank. Chemical: 5 minutes, 1 roll, but 2/3 of a fueltank per attempt. You need just one successful roll, but if you fail that roll and don't have a second fuel tank, you're back to the winged landing, which if you fail again, you die. Of course, you can also ditch the three ECMs and the reactor, put in 5 HEDM rockets, 1 fuel tank in the core, and have instead: HEDM, 1.1 minute, 1 roll. Choose whether you prefer being harder to hit, or having less time in the vulnerable spot. It is not quite clear whether you waste all your MPs per attempt though - SS-41 says 0.1MPs per planetary gravity per attempt, and doesn't mention multiplying by the number of drives. I wonder if this is because engaging several drives simultaneously has a higher net efficiency in fighting gravity. |
Re: Orbital Base Jumping
I seem to recall a TL9 powered armour/battlesuit which was primarily a strength booster with heavy armor and the ability to add stuff like a jetpack and such? I'm seeing it more as bridging the gap between infantry and armour than anything else.
And yeah, these guys are kinda nasty. The only reason the Amovorc haven't completely taken over the galaxy is lowish numbers and an apparent unwillingness to try - they hit colonies, take things and people, and usually leave fairly quickly. They only dig in for big targets or if extraction isn't reasonable - the one big victory the Council got against them was forcing them to dig into a mid-sized city which they proceeded to nuke to hell and back. (Which was kind of a pyrrhic victory since the city was still occupied by their own side's civilians...) |
Re: Orbital Base Jumping
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I'm treating weight as a bad thing because it is a strain on logistics. |
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