[GZG] [SG] Power Armour with Shotguns

6 posts ยท Oct 3 2005 to Oct 6 2005

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Mon, 3 Oct 2005 18:14:43 -0400

Subject: [GZG] [SG] Power Armour with Shotguns

Power armour for shipboard actions should be equiped with: 1) Shotguns if
expecting to meet unarmoured foes 2) Plasma guns if expecting to meet armoured
foes 3) Lasers if expecting to fight in zero G or for pinpoint fire 4)
Breaching charges
5) Electronic/Electrical lock picking/door opening gear
6) Explosive or Cutting Compound for breaching
7) Grenades - an AGL should be just about as good versus
a crowd as an autoshotgun and gives the option of firing
DP or other sorts of multi-purpose grenades (including
possibly armour piercing) 8) IAVRs, RRs, or GMS(P) for neutralizing armoured
threats or taking out doors and equipment at a distance 9) Personal Defence
Charge strips. PDC strips should allow essentially an opportunity or interupt
attack vs. anyone engaging you in close combat. They should be using plastic
flechettes, so as to provide no change of penetration vs. wholly armoured
targets. Unarmoured targets... ouch.

The problem with shotguns in the game is they get one impact rating. Real
shotguns suck against armour, unless they can fire dragonsbreath (limited
range, not good for the gun) or flechette. Flechettes still aren't the panacea
people once thought either. So PA is going to be immune to buckshot (if not,
why bother?).

Engineering and DamCon versions of PA would come equipped with advanced
penetrating sensors, radar detectors, lights, transmitters of various types,
medical kits (their may even be a medic version of PA with less armour and
more servo to move patients). The engineering versions would
have greater strength, but be slower - they can lift and tear down
stuff.
Plus they'd have a PTO with all sorts of add ons - rotary cutters,
grinders, saws, laser cutters, water blades, you name it. The engineering
versions may well be minimally or completely unarmoured, just given
atmospheric integrity and they'd probably be electrically insulated too. And
they'd have remotes
they could use a HUD to view, for recce amidst smashed ship segments -
remotes about the size of a loaf of bread or smaller, maybe even amorphous
ones or ones capable of shape reconfiguration on the fly to get through tight
places.

There's some thoughts for PA on ships.

I'm hoping one day that the Los, Magic, Kr'rt and I can put on a good FMA
boarding action at an ECC with all these sorts of features worked in, where
various types of PA appear and have different sorts of character. But that's a
ways off yet.

Tomb

From: Ryan Gill <rmgill@m...>

Date: Mon, 3 Oct 2005 18:28:38 -0400

Subject: Re: [GZG] [SG] Power Armour with Shotguns

> At 6:14 PM -0400 10/3/05, Thomas Barclay wrote:

Whats wrong with Sabot slugs if you need some penetration? Or if the right
gauge, small heat rounds?

Using shotguns, great against the swabbies on board. Two of their guys have
body armor, fine, swich to grenades or SABOT slugs. 10 Gauge Slugs will put a
lot of energy down range. 8 Gauge rounds would do even more. A guarantee that
a Power trooper could carry an 8 guage short barrel automatic smooth bore just
fine. It'd also probably do a number on a target that was slightly armored.

Even so, against shotguns with shot spreaders in close quarters, unless
you've got full facial armor, full frontal neck armor and no gaps, 2-3
rounds into taking a burst, you're going to have some wounds.

At the point at which the defenders have gotten some of their team into hard
suits, then sure, standard power armor tricks are going to come into play, but
in those cases, some light grenade launchers or more powerful weapons will be
useful, but it could mean holeing the ship's pressure hull. That could be bad
for the defenders because it means any defenders not in sealed space or in
their own hard or soft suits are going to get pulped.

From: Roger Burton West <roger@f...>

Date: Mon, 3 Oct 2005 23:32:42 +0100

Subject: Re: [GZG] [SG] Power Armour with Shotguns

> On Mon, Oct 03, 2005 at 06:14:43PM -0400, Thomas Barclay wrote:

[Snip TomB's actually quite sensible list]

10) Personal Inventory Management Palmtop, for those times when you're
stuck trying to remember "did I fire six IAVRs or was it only five - or
am I carrying GMS(P) today?"

11) Fluffy dice.

R

From: Laserlight <laserlight@q...>

Date: Mon, 3 Oct 2005 20:56:21 -0400

Subject: Re: [GZG] [SG] Power Armour with Shotguns

> On Mon, Oct 03, 2005 at 06:14:43PM -0400, Thomas Barclay wrote:

RBW added:
> 10) Personal Inventory Management Palmtop, for those times when

Wrecking bar. Rigger tape. Superglue. WD40.

From: ShldWulf@a...

Date: Tue, 4 Oct 2005 03:51:59 EDT

Subject: Re: [GZG] [SG] Power Armour with Shotguns

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOr for practice
runs....
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(This thing will eat a case of 2000 balls in less than a second it you let
it... needless to say they a might expensive:o)

Randy

From: Richard Kirke <richardkirke@h...>

Date: Thu, 06 Oct 2005 19:32:22 +0000

Subject: Re: [GZG] [SG] Power Armour with Shotguns

> Or for practice runs....

A tipman firing at 1000 bps, I am distinctly sceptical

Though this baby will do about 50 bps
http://lib.store.yahoo.com/lib/bradyspaintball/speed05firepbnation.wmv