Re: OFFICIAL - GZG: Vacuum and zero/low gravity combatâ¦?
From: Matthew Seidl <seidl@w...>
Date: Mon, 1 Feb 2016 15:43:55 -0700
Subject: Re: OFFICIAL - GZG: Vacuum and zero/low gravity combatâ¦?
I'd expect more rocket rounds instead of bullets. The gun deploys a
fin stabilized projectile with its one propellant, which then rockets
range. Have to be a bit careful that the propellant doesn't jet back
the shooter, but thats solvable.
And, depending on tech level, laser weapons might be very nice. No kick
back, and you only have to heat up the opponents suit enough that it
punctures. Of course, the suits will have a fair amount of
thermal/radiation shield themselves, but a directed energy weapon could
Maybe something like the old Rift glitterboy suit where before firing
suit deploys anchors. Either spikes drilled into the regolith, or a
to divert the force directly into the ground.
Definitely need rules for jumps a-la battletech jump jets. :)
On Mon, Feb 1, 2016 at 3:36 PM, Jason Weiser <firstname.lastname@example.org>
> Blades will also be popular as weapons, as projectiles of any kind in
> habitats will be seen skeptically.
> Trained troops for zero g will have a massive advantage over those not
> trained for it. Everything is harder in zero g, moving like the Apollo
> astronauts did isn't that tactical in many ways, and new troops can
> into craters, stick the landing wrong, of if things go real bad, they
> achieve escape velocity.
> EMP generating weapons will also be popular, take out a suit ' s
> electronic capabilities, and that trooper is out of the fight.
> Nukes in this environment are very deadly..as there won't be an ounce
> protection against hard rads outside of a hab...God help you if there
> solar flare during a firefight.
> Firing a weapon in zero g is interesting too, as recoil may send you
> flying in the other direction. Using objects or center mass to brace
> shoot is important.
> On Feb 1, 2016 5:04 PM, "Evyn MacDude" <email@example.com> wrote:
>> For Zero-G a control save each turn modified by how fast a figure
>> firing weapons, number free hands Etc. etc...
>> In general, low velocity weapons that depend on the payload to do
>> instead of velocity. Manageable with one hand, hooked to a in helmet
>> Increased ranges for Hand grenades and other low velocity weapons,
>> corresponding increase area of effects for fragmentation effects, a
>> decrease in chemical weapons area.
>> Those are my 1st thoughts....