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

From: Michael Brown <mwsaber6@m...>
Date: Mon, 1 Feb 2016 16:03:08 -0700
Subject: RE: OFFICIAL - GZG: Vacuum and zero/low gravity combat…?

Why fins in a vacuum? 

Probably better to have a rifled launcher




Michael Brown
Sheridan, WY

mwsaber6@msn.com



 
 
Date: Mon, 1 Feb 2016 15:43:55 -0700
Subject: Re: OFFICIAL - GZG: Vacuum and zero/low gravity combat…?
From: seidl@wraith.com
To: gzg@firedrake.org

I'd expect more rocket rounds instead of bullets.  The gun deploys a
small fin stabilized projectile with its one propellant, which then
rockets down range.  Have to be a bit careful that the propellant
doesn't jet back into 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
overwhelm them.

Maybe something like the old Rift glitterboy suit where before firing
the suit deploys anchors.  Either spikes drilled into the regolith, or a
brace 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 <jason.weiser@gmail.com>
wrote:
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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