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Old 08-27-2023, 11:50 AM   #21
Otaku
 
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Join Date: Nov 2011
Location: South Dakota, USA
Default Re: In Gurps, how powerful do you need to fight a tank?

Quote:
Originally Posted by Ulzgoroth View Post
Note that on real battlefields tanks rather like to have infantry close by as support. Largely because tanks have bad stealth and bad perception and can readily be ambushed by anti-tank weapons if they don't have somebody around to spot the threat for them. (And in a defensive arrangement with pillboxes the tank would definitely tend to position behind the infantry positions, so unless you're a speedster or bulletproof charging it isn't going to go well.)
Thank you, Ulzgoroth. I don't know real-world warfare (or even fictional world warfare XP) all that well. As a layman, though, it didn't seem that odd for forces to be somehow mixed.

What makes me think a Limitation like "Only against tanks" is pretty severe, even in settings where tanks are a normal part of armies, you've got to worry about everything else: air support, artillery, and even just soldiers attacking you en masse so that you'll need something else in order to survive. Of course, I am also thinking of the original question: if you're capable of fighting a tank but have to worry some guy in the tank can pop out of the hatch and knock you out with one blow from a wrench (let alone any sort of firearm)... well... that seems to disqualify you from the job. Unless you're also a superspeedster with an amazing dodge, a teleporter (preferably with a teleportation-based dodge), a "super ninja" sneaking into enemy bases or behind enemy lines to quickly wreck tanks and then sneak away, etc.

Or I'm over- or under-thinking things again. XP I mean, a lot of this arose from you describing a specific character from another RPG, as opposed to proposing it as a general approach for GURPS. >.>
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
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