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Old 12-15-2013, 06:13 AM   #1
Tema69
 
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Default WH40k Tau Markerlights in GURPS?

For the unitiated: http://warhammer40k.wikia.com/wiki/Marker_Light

How would you model this in GURPS?

There are three types: markerlights (allows other units to benefit), high-intensity markerlights (longer range) and networked markerlights (allows your own unit and other units to benefit). I'm partial to thinking that the differences are a matter of training and/or balance issues, so I don't think there'd be a difference in GURPS terms.

It appears to me that the main benefits are:
-bonuses to hit (could be as simple as the UT targeting laser)
-call in missiles (again, a missile that homes in on the far end of the beam)
-"paint" the enemy, removing darkness/concealment/cover penalties

And, of course, that these bonuses are linked to the rest of the units.

I'm thinking a combination of Silhouette, Targeting, and Target Tracking software, all linked to the laser beam, that is relayed through a comm device to the others, who can then benefit from the software.
What about multiple markerlights painting the same target then?
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Old 12-15-2013, 07:32 AM   #2
vicky_molokh
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Default Re: WH40k Tau Markerlights in GURPS?

Let's see. You need at least one LASER rangefinder for the marking-up unit.
You need your units to have 3D Spatial Sense. An inertial compass or a GPS will do nicely. This is important both for positioning and for determining direction. With precise knowledge of both, you no longer need triangulation when lighting up an enemy for other units.
Now, you need to use a TacNet to make sure you synch the positions and facings of all units; with that, you can pinpoint the positions of any lit-up targets.

Thus, all units in your net will gain the +3 provided by rangefinders to hit the lit-up unit (non-cumulative, of course), will never have to guess in which hex the unit is, and will negate most issues of reduced visibility.

The fella with the pointer can also simultaneously use his/her/its Forward Observer skill as usual for artillery or whatever.
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Old 12-15-2013, 08:00 AM   #3
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Default Re: WH40k Tau Markerlights in GURPS?

I hadn't thought of the GPS part... That would suggest that Markerlights cease to work properly if there are no Tau navigation satellites present in the planet's orbit, which I think fluff, or even rules, would mention if that was the case.
Unless a Tau fleet or spaceship could provide the information instead of satellites? That would make more sense, as it appears that most hightech 40k armies are quite dependant on their fleets being nearby.
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Old 12-15-2013, 08:22 AM   #4
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Default Re: WH40k Tau Markerlights in GURPS?

Quote:
Originally Posted by Tema69 View Post
I hadn't thought of the GPS part... That would suggest that Markerlights cease to work properly if there are no Tau navigation satellites present in the planet's orbit, which I think fluff, or even rules, would mention if that was the case.
It's not like GPS is the only way to get it. An inertial compass will probably be safer anyway.

Quote:
Originally Posted by Tema69 View Post
Unless a Tau fleet or spaceship could provide the information instead of satellites?
Forget spaceships. Several hastily positioned DGPS relays would serve another replacement. But again, depending on long-range radio isn't always smart if you can get away with an alternative that is just as good.
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Old 12-15-2013, 08:29 AM   #5
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Default Re: WH40k Tau Markerlights in GURPS?

Gotcha, I skipped past the inertial compass part by mistake.
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Old 12-15-2013, 02:04 PM   #6
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Default Re: WH40k Tau Markerlights in GURPS?

Does this do anything that systems like VECTOR don't already do?
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Old 12-15-2013, 02:16 PM   #7
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Default Re: WH40k Tau Markerlights in GURPS?

I am not familiar with the Vector. We in the Danish Army are not blessed with an abundance of high tech ;)
The difference seems to be that the Markerlight paints the target, and then relays targeting information to allied units "quickly". This information is usable by any ranged weapon (assuming that the user has the appropriate software). Modern laser designators or laser rangefinders, AFAIK, allow artillery to be called in more precisely, after the observer sends in his calculations, or allow for example the Carl Gustav user to adjust his sights and ammo.

Btw, what skill roll is appropriate to "paint" the target of the Markerlight? Forward Observer? I'd be partial to allowing a Beam Weapon roll, considering that 40k uses BS to hit with Markerlights.
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Old 12-15-2013, 11:52 PM   #8
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Default Re: WH40k Tau Markerlights in GURPS?

Quote:
Originally Posted by vicky_molokh View Post
Let's see. You need at least one LASER rangefinder for the marking-up unit.
You need your units to have 3D Spatial Sense. An inertial compass or a GPS will do nicely. This is important both for positioning and for determining direction. With precise knowledge of both, you no longer need triangulation when lighting up an enemy for other units.
Now, you need to use a TacNet to make sure you synch the positions and facings of all units; with that, you can pinpoint the positions of any lit-up targets.

Thus, all units in your net will gain the +3 provided by rangefinders to hit the lit-up unit (non-cumulative, of course), will never have to guess in which hex the unit is, and will negate most issues of reduced visibility.

The fella with the pointer can also simultaneously use his/her/its Forward Observer skill as usual for artillery or whatever.
Don't forget you only get the +3 if you Aim, but otherwise, this seems the best way to handle it.
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