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Old 01-24-2015, 02:16 AM   #11
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: Who brings a knife to a gun-fight?

Quote:
Originally Posted by ArchonShiva View Post
Why does it work in 40k?

Are effective weapon ranges incredibly low, or maybe weapons are incredibly inaccurate, jam all the time or hold very low ammo and reload or cycle very slowly?

Then again, maybe it doesn't work in 40k either.

How close to the source (which I barely know) do you want to stick?

Misunderstood, badly maintained technology is easy to make cumbersome to use. Maybe firing a ranged weapon requires being stationary, drilling spikes into the ground, getting a lock-on (which registers on your target's sensors) and so on, making you melee bait.

Give weapons a huge Bulk, and impose Bulk on unaimed shots (sort of like a better version of Third Edition Snapshot). Cap Move and Attack at 9 with ranged weapons. There's a ton of stuff you can do here.

As an aside, GURPS rounds are 1 second. If you take the duration of a 40k round (6 seconds, 1 minute, I have no idea) and determine that this is the actual rate of fire, you can possibly both follow the lore and make ranged weapons stupidly slow.
First off there's a difference between just looking at space marines and looking at the whole setting.

Believe me if you play Imperial guard (WW1 rifles troops) or Tau (manga power armour) it very much becomes a shooting war.

Space Marines chapters (loose organisational groupings) are basically all of histories great warrior cultures with the word space tacked on the front. So you have space Mongols, space Vikings, space legionaries, space crusader knights (and when that's not enough you have space vampires). hand to hand combat fits the motif.

You have to remember of course that 40k came our of warhammer fantasy battle, and it's first edition was practically the same rules set.

Now in the setting (and the RPG, Death watch), marines are very tough, very strong, very fast and very well armoured. Their initial purpose was for small numbers of them to win wars against much greater numbers of less well equipped troops.

They are functionally immune to normal rank and file weapons (but can be brought down my massed fire). Hand to hand combat suits them in because it plays to their strengths and to the weaknesses of who they are supposed to be fighting.

But it also suits their tactics, they are all lighting strikes to the opposing commanding officers and out again etc, etc. They are not rank and file in gun lines or normal engagements. So h-t-h is good for them because they can do while they go, these chaps theoretically don't get bogged down in fire and manoeuvre fire fights.


Someone once described a standard warhammer 40k battle (two roughly equal armies lining up approx 100 yards away from each other) as something having gone badly wrong for both sides.
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damage, guns, melee, warhammer, wh40k


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