On 11/09/2007, Troy Guffey <[EMAIL PROTECTED]> wrote: > DataPacRat wrote: > > On 11/09/2007, Troy Guffey <[EMAIL PROTECTED]> wrote:
> > The gun, concealed behind armor, is 12.5 cf, 250 lbs, $17,000, 7 kW. > > 10,000 rounds of ammo is 4,000 lbs, $60,000. Full stabilization, 25 > > lbs, $2500. Universal Mount (to raise to 90 degrees and keep Pigeons > > from simply dropping down from above) 125 lbs, $250. We can probably > > throw in an anti-blast magazine for those rounds: 1,000 lbs, $10000. > > > > We'll also need a battery (say, $250), PESA (5 of them (for > > 360-plus-above coverage, with 2-mile range they add up to 40 lb, > > Make it a 5 mile range, so that the guns can see them before they get into > Max range. And probably at least 1 AESA, or LIDAR. Don't forget, AESA /includes/ LIDAR. :) Increasing the PESAs by that much would increase the cost by $240,000 - almost enough to buy a whole second 2-mile-sighted anti-Pigeon gun. (Of course, with the rules on sensors' 'Scan ratings', the 2-mile or 5-mile figure is fairly nominal, anyway; especially given that Pigeons have a Size Mod of -3.) > > $160,000), Gunner Program (Complexity 4, skill 12), and a robot brain > > (Complexity 4, dedicated, hardened, is 300 lb, $40,000). > > > > Which puts us at $290,000, plus whatever chassis, propulsion, and > > armor we put on it. > > > > > >> A Pigeon will take 58.77seconds to cover the guns range, during > >> which time the gun can punch out 7052 rounds. For a 1000 member > >> flock, this gun could award each Pigeon as many as 7 rounds. > >> (Assuming zero time to aim, and ending up at the mouth of the > >> barrel.) > > > > It's been quite a while since I used any of the autofire rules; is > > that how such things are targeted? > > That's how *I* would design the firing protocol. Thread 1: Evaluate all > seen targets, chose 'path' for firing solution of X duration. Thread 2: > Find target, aim for target (with appropriate leading), fire X rounds, go on > to next target in list. X is a number of rounds to insure 95% chance of > kill, or less to ensure engagement of maximum targets. (For instance, to > engage a 7000 Pigeon swarm) X would probably be 3 in most cases. > Thread 1 re-orders target list as targets are destroyed, and new targets > enter engagement area. I didn't mean to talk about the firing protocols, which would be covered by the Gunner software - I meant GURPS basic rules on autofire, such as how to handle bursts within a single turn and targeting hexes and all that GURPS-specific stuff. In other words, when firing 120 rounds per second, /can/ you target each round individually in GURPS? > > (Notes to self: When using pigeons against Big Guns, use /lots/ of > > cover, and try not to enter its firing arcs until as close as > > possible. Avoid bunching up the flock to keep individual shells from > > being able to destroy more than a single Pigeon each. Possibility: Use > > /big/ flocks to saturate defense capability, eg 10,000 at a time.) > > Note to self: Deploy multiple units with overlapping fields of fire, and > implement data-net to divide up targets between multiple AA units. Also > deploy even smaller 'close-in' units or 'big boom' SAMs for Final Protective > Fire, Further notes discovered during testing: Although they can be tasked against large targets, Pigeons are primarily an anti-infantry system... and when they come across such significantly hardened defenses, it's probably better to simply fly around them or above their firing ceiling, and call in a strike from the railgun artillery and/or cruise missiles until the area is cleared for anti-infantry operations. :) Random thought: Perhaps a sort of 'anti-Pigeon Pigeon' is a feasible countermeasure, a cheaper, smaller, faster, more agile 'Sparrow' that only needs to inflict 2 points of damage instead of 24d. Thank you for your time, -- DataPacRat VA3BOS "You shall not accept any information, unless you verify it for yourself. I have given you the hearing, the eyesight, and the brain, and you are responsible for using them." -- Qur'an 17:36, Khalifa translation. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
