![]() |
![]() |
#41 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
![]() Quote:
Lasgun: range 100m, RoF S/3/-. Autogun (read: assault/battle rifle): range 90m, RoF S/3/10. Heavy Stubber (apparently what fills the GPMG/HMG role in their world): range 120m, RoF -/-/10. A Round is 5 seconds long, which means that the most rapid-firing weapon has a cyclic rate of 2 rounds per second. And poor Steyr AUG A1 at TL8 has a ½D of 800 yards and an ability to make extreme shots at up to 3,500y . . . |
|
![]() |
![]() |
![]() |
#42 |
Join Date: Dec 2006
|
![]()
one more important reason why melee might work in WH40k- Because people THINK it might work.
WH40k has a very active 'collective unconscious' between all individuals that actually shapes reality. The gods are real, but only because enough people think they are real. The entire orc 'technology' exists due to a racial ability to do this: Weapons and armor work, despite being nothing more then cobbled together bits of pipe and loosely arranged plates, because they think it does. For orcs painting red stripes on things DOES make it go faster, and putting a cardboard box over there heads that says 'no ork here!' means that they are invisible to advanced sensors. So the collective unconscious may be contributing to allowing melee weapons to maintain viability- of course that's just fluff, ways to explain it away in game. It looks like mechanically its 'weapons have basically no range and terrible rates of fire'. |
![]() |
![]() |
![]() |
#43 | |
Join Date: Jan 2010
Location: Brighton
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#44 | |||||
Join Date: Oct 2010
|
![]() Quote:
Quote:
Quote:
Quote:
Quote:
Of course this is all talking about what are entirely abstractions that are designed to make a game work in a specific context (and having the issue that the rules for the tabletop game where developed from a game for a stereotyped fantasy battlefield). Truthfully it is often commented that even in DH (where the rules are weighted to favour melee) melee combat is usually inferior to ranged combat. Now, the specific circumstances of that game, where fights usually occur at short ranges, often mitigate against that, but the few advantages that Melee does get are actually oddities of the system, rather than in universe ones. Adding strength bonuses to damage often makes it better against targets with high levels of damage mitigation, and the fact that melee resolves multiple attacks as separate attack rolls (rather than ranged attacks modified single dice roll) often makes it more reliable in some ways and certainly better able to burn through someone's active defences. I personally think that for a games master the major problem of translating 40k into GURPS are actually with mundane weapons, rather than how to make melee as a concept viable. It is a setting where fights happen at close ranges, which instantly makes melee attacks more viable, and Power weapons and the like will have large armour divisors, and pretty high damage ratings as well (they are essentially the setting's equivalents to lightsabers). People don't charge over open ground on foot and expect to get to use their swords before they die. You avoid being shot by taking cover, or you get to the enemy quickly (jump packs and the like). Even then, most soldiers primary weapons is a gun, it only being characters and specialist close combat units that focus on melee weapons. The real issue is the one I mentioned before: straight up Strength should still be able to punch through power armour (or any of the other armour types), at the same time as those armours providing decent protection against quite powerful weapons. It isn't realistic, and it doesn't really lend itself to the way GURPS does things. Not saying it isn't possible, just it would take a lot of work to get it to feel right. |
|||||
![]() |
![]() |
![]() |
#45 | ||
Join Date: Jan 2010
Location: Brighton
|
![]() Quote:
Quote:
|
||
![]() |
![]() |
![]() |
#46 | |
Join Date: Dec 2009
|
![]() Quote:
A fun exercise is to take the WHk40 units and swap the rules with something like Stargrunt II, Tomorrow's War, or Infinity. Ranged fire is much more effective in those rule sets and doing something useful with the sword and pistol guys is a real challenge. |
|
![]() |
![]() |
![]() |
#47 |
Join Date: May 2005
Location: Oz
|
![]()
Also, Australians and New Zealanders notoriously used fixed bayonets in WWII.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
![]() |
![]() |
![]() |
#48 |
Join Date: Jul 2006
|
![]()
The British won the battles of Goose Green and Mount Tumbledown with bayonet charges (Falklands 1982), and a skirmish near Basra (Iraq 2004).
|
![]() |
![]() |
![]() |
#49 | |
Join Date: May 2005
Location: Oz
|
![]() Quote:
Australians won the Battle of Beersheba in 1917 with a mounted bayonet charge against infantry in trenches with machineguns. Australians and New Zealanders won the Battle of 42nd Street on Crete in 1941 with a bayonet charge against German paratroopers who outnumbered them two to one. Inflicted a casualty ratio of over five to one, too. Bayonets rock.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
|
![]() |
![]() |
![]() |
#50 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
![]()
Granted, but don't we remember all these because they were exceptions? You don't hear about the times they charged with bayonets and were cut down by machine gun fire before they had moved ten yards.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
![]() |
![]() |
![]() |
Tags |
damage, guns, melee, warhammer, wh40k |
Thread Tools | |
Display Modes | |
|
|