Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 12-03-2009, 03:01 PM   #16
Ubiquitous
 
Join Date: Oct 2009
Default Re: Security 'necessities' for Spaceships

Quote:
Originally Posted by AmesJainchill View Post

This is not complicated?

When you leave the ship for an away mission, get the AP-loaded magazine out of the safe you keep your not-currently-in-use weapons in.

Carry two pistol magazines of frangible ammo with you at all times.

Simple?
What you don't seem to get is that, if I don't have it with me, I might not have it at all. I have to base most of the equipment I have on me as BEING on me, because I know my GM and he'll probably give me Absent Mindedness to keep me from taking advantage of all the equipment I'd have.

If the AP magazine isn't on me, and I don't make the 'remembrance' roll, than I leave without the magazine. Or leave it in the safe. Or whatever.

Because you seem to not understand; I need a weapon that I can use for straight-up combat; AP bullets, a grenade launcher, whatever.

But I cannot, CANNOT, logically be able to mistake it as a weapon I can use on a spaceship, and it has to be significant enough to remember. The pistol and it's ammo are neither of these things. I take this seriously because my GM has no problem killing me if I do something stupid, even if I'm doing something because of Role-Playing.

Speaking of which, equipment I can wear at all times; are their rules for jamming electronics and if so, at TL...10, say, is there some kind of wrist-puter or whatever that can fix this? I'm picturing more subtle combat scenarios now, like Space Pirates that jam sensors and radios, which would make the doors on the ship hard to get around without it.

Quote:
Originally Posted by Fred Brackin View Post
The Gauss Shotgun Pistol (and the Gauss CAW too) do not have an inherent (3). They just do 8D unless you load them with APEP. You can load them with sleep gas rounds instead. Or HP or HEC (no frag, no overpenetration and killer internal explosions). It's also usable with baton rounds and a dozen other things.

The Gyroc Launch Pistol takes a clip and 3 seconds to reload just like anything else with a clip. It does only hold 6 rounds but for an in-ship weapon you want one-shot stops and not to have to rely on spraying and praying.

For goodness sake's carry at least one Gyroc guided minimissile (the Holdout launcher will do)when you leave the ship. That will let you attack someone (like a sniper) 1900 yard away without range penalties. If he has the stealth gear to fox the minimissile's guidance you're screwed anyway.

If you want more concealable armor you're going to have to go into the Bionics section. There may be as many 3 different things available at your TL.
The Guass weapon you suggested had the (3) armor divisor. Anyway, are you sure the Gyroc doesn't reload individually? It has the little '6(i)' underneath shots, and I can't get over that when I consider 'one-shot stops'. I can't guarantee my GM'll give me enough skill to use the gun without an aim maneuver, and sometimes you can't spare the maneuver.

Although, this mini-missile idea...I do like that.

Last edited by Ubiquitous; 12-03-2009 at 03:05 PM.
Ubiquitous is offline   Reply With Quote
 

Tags
spaceships


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:54 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.