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#41 |
Join Date: Mar 2006
Location: Iceland*
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Blind artillery/ortillery strikes on general areas where you know there are enemy, but don't know exactly where, are several orders of magnitude less damaging to the enemy than precision-guided strikes on specific targets. The difference between WWI artillery and 21st+ century air strikes/artillery against targets in the open.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 07-26-2013 at 12:47 PM. |
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#42 |
Join Date: Jul 2008
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Killing the smoke isn't particularly productive. 'If you can see the approximate area it is in, you can kill it' is a much stronger statement. If that holds I'd advance that the only infantry-like niche possible is a sneaky observation drone. And that probably won't work either, because people will just annihilate any cover that one of those could be in before moving assets close enough to be observed.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#43 | |
Join Date: Jan 2006
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On the other hand, if you want to up the swashbuckler quotient, limiting visibility, audibility, radio, and all that jazz to <10 yards has a lot of potential. Big effin grunts in power armor with whatever TL10 considers an efficient melee weapon looming out of a muffling, sparking fog and going nuts on each other. [1] Of course, whatever this stuff is called by technical specialists, most folks are gonna call it "Fog of War." |
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#44 | |
Join Date: Nov 2011
Location: Seattle, WA
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An SM+1 halberd with superfine and vibro options is sw+9(5) cut. Assume a power armor trooper of ST 14 at TL10, ends up with striking ST 34, for 6d+1 sw, total 6d+9(5) cut. With adds to dice, that's 8d+2(5) cut. Effective DR of the powered armor is 30/20. Average damage on the large vibrohalberd is 30. So the armor is too tough for cutting through torsos and skulls, but you can cripple limbs routinely (30-20 = 10 cut = 15 injury vs crippling threshold of 8 for ST 14 humans). Note that an AOA (Strong) results in +6 damage (or +8 if you use the adds to dice conversion). So, with that, you can actually cut through the powered armor skull and torso armor! So, an AOA (Strong) to the skull with this SM +1 superfine vibrohalberd results in 36 (or 38) -30=6x4 = 24 injury to the skull. That's a KO. Hahahaha, that is awesome.
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#45 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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The bots can have staggered, pseudorandom listening windows scheduled for each class of peers they need to hear from, and if partial coverage is available they can coordinate to keep their peer-to-peer LOS from being exposed to yours.
Last edited by jeff_wilson; 07-26-2013 at 04:17 PM. |
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#46 | |
Join Date: Jul 2008
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A sufficiently dense battlefield would result in a universal smoke blanket, but sparser forces could still use this. Also, of course, there's no guarantee that a given smoke cloud actually has a real unit inside it rather than an decoy.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#47 |
Join Date: Nov 2011
Location: Seattle, WA
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That gets even funnier at TL11 with hyperdense SM +1 vibrohalberds and dreadnought battlesuits. The weapons now do +1 damage for TL 11 vibro and get a (10) AD. The suit only has 50 more DR and grants +10 more Striking ST (7d sw, about).
So, sw+10(10) --> 7d+10(10) --> 10d-1(10) vs DR 20/15. LOL.
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#48 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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On "Fog of War"
This can be partially overcome with wires. Physical wires leading to the cameras and what not. This doesn't make the Fog meaningless, it adds a strategic element. I'm assuming that something works to detect at short range: lay tons of superfine wire to hidden cameras all over the fog bank, and seed it with explosives. This is expensive, but productive in patches. Your basic infantry unit is now whatever lays your cameras and wire. As well as the basic thing that kills it. Also, Ranged weapons will still be effective at that range... though there will be little aiming and the fog will reduce a lot of beam weapons.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#49 |
Join Date: Jan 2006
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#50 |
Join Date: Nov 2011
Location: Seattle, WA
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A 25mm "revolver" with HEMP rounds would make sense. Keep in mind, though, that the SM+1 halberd has a Reach of 5, I believe. If visibility was literally 10 yards, the halberd is quicker than an aimed grenade pistol!
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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Tags |
combat drones, military sf, robots, tl10, ultra-tech |
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