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Re: OFFICIAL - GZG: Vacuum and zero/low gravity combat…?

From: Jason Weiser <jason.weiser@g...>
Date: Mon, 1 Feb 2016 17:36:03 -0500
Subject: Re: OFFICIAL - GZG: Vacuum and zero/low gravity combat…?

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
blunder
into craters,  stick the landing wrong, of if things go real bad, they
can
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 of
protection against hard rads outside of a hab...God help you if there is
a
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 as you
shoot
is important.
On Feb 1, 2016 5:04 PM, "Evyn MacDude" <evyn.macdude@gmail.com> wrote:

>
> For Zero-G a control save each turn modified by how fast a figure
moved,
> firing weapons, number free hands Etc. etc...
>
> In general, low velocity weapons that depend on the payload to do
damage
> instead of velocity. Manageable with one hand, hooked to a in helmet
HUD...
>
> Increased ranges for Hand grenades and other low velocity weapons,
with a
> corresponding increase area of effects for fragmentation effects, a
> decrease in chemical weapons area.
>
> Those are my 1st thoughts....
>
> --
> Evyn
>


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