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along like a vanguard i might need to think about that if i want this to accurately simulate a space helicopter perhaps it should have reduced dr or i should adjust the performance profile of certain drives see the sentinel is not a grav drive it s a contragravity system with an ion drive so it s built like a corvette rather than a banshee it seems reasonable to argue that these sorts of systems don t perform as well at extremely sub 100 feet or sub 20 feet compared to repulsorcraft or grav drives the premise would be that when you bring a hyperdynamic drive this close to a gravity well its performance profile suffers this keeps the sentinel trying to be some distance from the ground which means it doesn t double as a more flexible vanguard i propose 2 hnd sr when sub 20 feet 7 yards and 1 hnd sr when sub 90 feet 13 yards that means it s more dangerous when going extremely low 2 sr and you ll dodge less well 2 hnd this will not be unique to the sentinel but be applied to all similar contragravity craft with this in place it will operate more like it should like a vietnam era transport gunship it races in and it can even move the squad from orbit and it either carefully lands and the troopers dismount or they descend on rope it has a winch it can linger to act as cas if necessary but it can also run as a recon unit or return to base that said i m concerned that this is the only means of transporting materiel and units from orbit to the ground the sentinel is ideal if you need to insert a crack team of commandos but what if you need to drop off some vanguards or vanquishers the empire needs a drop ship probably sm 6 to sm 7 that can carry about 45 tons in a vehicular bay that would give us enough space for 3 vanquishers 3 vanguards or 2 eradicators which is about a platoon worth of heavy materiel shock awe and engagement zones what about supporting fire from heavy explosions we ve already touched on some imperial vehicles that can help with this the sentinel gunship it has 100mm missiles and a heavy repeater so it can easily strafe across an area laying down serious firepower on a pre agreed area but we have some other sources of shock and awe eradicator class mobile artillery artillery is obviously our best source of fire support the eradicator can shoot 160mm rounds up to 24 miles away that s some serious firepower i see i included plasma warheads and talk about emp and biochemical aerosal gas it might be an interesting idea to discuss gas grenades for troopers too so this is a great weapon and does what we need it to do so it s fine the eradicator is quite mobile which makes it seem like a fire and maneuver element but it really isn t the mobility allows it to position quickly and more importantly reposition before return fire strikes if that s something we re concerned with it can lay down suppressive fire that helps someone maneuver while their enemy is being pinned by mass artiillery fire the bigger question is why do we bother to use one we d need to find some way to get it planetside and we have orbital artillery blasts so why bother with artillery support at all i seemed to wrestle with this in the description of the vehicle i offer one solution if the enemy has planetary defense screens this can bring bombardment under the shield in a way orbital bombardment can t i can think of another reason garrisons if we deploy soldiers vanguards and vanquishers and say a few peltasts and javelins on a base somewhere if there is a rebel attack the garrison doesn t need to wait for an imperator to get into position to lay in blasts from orbit i think the vehicle is fine as written if i could find a way to make it a little lighter that might be better imperators and other capital ships imperators themselves and to a lesser extent the dominion class cruisers can act as artillery platforms imperator super heavy cannons have a range of 170 miles and imperator capital scale cannons as well as the capital scale cannons of the dominion class cruiser have maximum ranges large enough to contribute to orbital bombardment the problem is these are blasters and thus hit single targets i find this frustrating because i m pretty sure if you dump this much energy into say a stone structure or stony ground you ll cause an explosion but i can t find really good values for what that explosion would do even if we ignore it surely at 100 miles the blaster beam would diffuse enough that it would hit maybe an area with a bit of a radius if we say none of the above all imperators can do is pinpoint strike vehicles and erase them from the battlefield they are lightning strikes from god rather than explosive artillery the exception is the executioner class artillery cruiser which is an amazing orbitable bombardment weapon it inflicts a devastating amount of explosive damage over and over again hang that over a battlefield and you re dropping the equivalent of 50 tons of tnt on the battlefield from orbit every 10 seconds setting aside the issue of how the cannons should work during orbital bombardment the real problem with imperators and other such ships is that they re limited a single imperator can carry literally tons of vehicles and thousands of soldiers who can then be spread out across a planet hitting multiple targets at once that single imperator can only be in one place at a time though this tends to privllege invasion strategies where a single point of attack is enough but it s a problem if you re enemy is more distributed than that and a lot of the empire s enemies the alliance the cybernetic union specialize in distributing their defenses i feel like some changes should be made to make the imperator a better means of artillery bombardment but i don t want to deviate too far from the source material on how the imperator should work so i m reluctant to give it fusion cannons or 400mm isomeric bombs etc the peltast this bomber is a surprisingly useful cas vehicle it has cannons and lots of quite powerful missiles though the 160mm plasma warheads of the peltast disagree with the 160mm warheads of the eradicator something needs to be unified there and it has a very slow stall speed it can go as slow as 100 mph though i have a mysterious note worth checking out that reduces the stall speed to 40 mph which is very slow even if that doesn t pan out the stall speed of an a 10 famously good at cas is more than 100 mph so the peltast is quite good at loitering and laying down fire in a designated area it s only real downside is that it s not especially tough i think the peltast is fine as written though i ll double check those notes on its speed the hunter class hovercycle this might seem like an odd one to put in the shock and awe section as it lacks the firepower for shock and awe and given its speed seems more like a maneuver element but really the hunter is meant for recon to properly lay out the killzones you need an idea of the lay of the land and eyes on the target to correctly dial in the exact coordinates of the target for the over the horizon attack or to help the imperator narrow in with its cannons that requires scouts and those scouts would be on hovercycles of course the hunter exists primarily because of the hoverbikes in return of the jedi but they do make sense being able to zip some elite scout troopers out to recon a particular spot as forward observers and either have them zip back to report to their officer or to remain behind to call out specific artillery strikes is very handy combine this with imperial cqc and the designated marskman rifle and we have the makings of an elite scout force who participates in the engagement zone part of imperial tactics a high level doctrinal gap what about air defense most military forces i ve studied have some means of anti air defense it s not an especially exciting aspect of military service and in many ways it operates more strategically having anti air defense forces air attack to operate differently flying higher or engaging in stealthy practices which can lead the target vulnerable to cooler defenses like fighter jets so it makes sense that a game featuring a saturday morning cartoon aesthetic might neglect but is it a mistake and should we fix it one thing i ve noticed in my studies is that broadly speaking there are two very different sorts of strategies when it comes to building your military force projection or defense defensive forces tend to focus on responding to an invasion such building up fortifications creating a substantial reserve focusing on light shore based naval assets and lots of anti air capabilities power projection relies on acquiring assets that can perform far from home applying military power aggressively projection can be defensive of course but it relies on counter attack pre emptive defense and defense in depth in a sense a projection power defends itself by taking out threats over there rather than waiting for them to arrive which can make them seem unreasonably aggressive and unpopular on the global stage the empire is definitely the latter they re more worried about projecting power outwards than defending what they ve already taken they also have a literal top down model to war they seek to seize orbit and then from orbit express their power down onto the planet sending anti air vehicles down to defend against targets coming from above would strike the empire as putting the cart before the horse the empire isn t even going to drop ground assets to defend with an anti air asset unitl they ve already secured control of orbit and if someone launches an air raid against your ground assets the empire would respond by scrambling javelins or moving orbital assets to defend rather than relying on ground based anti air even on the defense they would rather rely on the imperator over ground based anti air assets that said revisiting the dominion class cruiser or creating a light cruiser that could move lower in orbit and act as an anti air defense platform and possibly a very light carrier cruiser might be an interesting concept though i d need to think about it conclusion the imperial vehicles seem to do a pretty good job of what we need them to do i think we need a corvette scale drop ship that can bring in a tank ifv platoon and we might need to revisit contragravity ship maneuverability at close range and unify the 160mm plasma warhead damage levels it might be worth standardizing the gas warhead and emp warhead among the artillery mortars and grenade launchers otherwise i m pretty happy with these author mailanka posted on august 17 2026 august 17 2026 categories gurps psi wars tags doctrine empire gurps psi wars iteration 7 psi wars rpg space opera vehicles war leave a comment on imperial ground doctrine vehicular check failing to understand modern war part 1 of x range and melee combat i clearly do not understand modern warfare i thought i understood modern warfare but researching modern combat to prepare imperial soldiers has taught me that i am in the valley of despair i knew more than a child maybe but i was roughly as knowledgeable about modern war as some guy who thinks call of duty or doom is any way an accurate depiction of the modern battlefield i suspect these sorts of discussions will come up a lot this specific instan ce of my stupidity relates to why i thought i needed to reduce the range of engagement in psi wars by reducing accuracy which i still think is valid and weapon range which i now think was totally unnecessary continue reading failing to understand modern war part 1 of x range and melee combat author mailanka posted on august 11 2026 august 10 2026 categories gm musings gurps psi wars tags gurps house rules mistakes were made musings psi wars iteration 7 psi wars rpg space opera war leave a comment on failing to understand modern war part 1 of x range and melee combat imperial ground doctrine gear check what does imperial combat gear look like for infantry forces does the existing gear hold up or does it need to be expanded now that we ve established how the empire fights on the ground we need to establish that they have the means to do so when i built imperial combine gear i mostly based them on examples of tl8 gear though i cannot remember off hand how much of it was american and how much of it was modern german in principle it should do the job but let s check that it actually does i do not expect the gear to be perfect so we have to accept that this will involve a cycle of revision some of the gear can and should change as a result of this examination continue reading imperial ground doctrine gear check author mailanka posted on august 10 2026 august 9 2026 categories psi wars gurps tags gurps rpg psi wars iteration 7 psi wars space opera gear empire technology war leave a comment on imperial ground doctrine gear check on vacation i have two weeks off and i m heading to germany to visit some castles with my family i don t actually expect to be too busy and doing psi wars stuff is fun so i tend to get it in when possible but i have no guarantee that i ll have time to respond to anything i have posts queued up for the next couple of weeks so do enjoy them but be patient with my responses until i get back author mailanka posted on august 9 2026 categories uncategorized tags announcement leave a comment on on vacation imperial doctrine ground tactics how imperial troopers fight planetside both on the tactical and strategic level with discussions of fire and maneuver shock and awe and engagement areas when it comes to imperial doctrine i want to start with ground units and ground tactics because these are what players will most often encounter space tactics are more important strategically but if players are on a world at war unless they are directly part of the space defense force space combat will usually be a background element all of that said i ve done quite a bit of research into tactics in preparation for the war update and i ve come to some conclusions the main one being that i m just scratching the surface of these ideas i ve walked away with a great deal of insight into war that i m 100 convinced will sound utterly superficial to anyone who takes any military tactics remotely seriously my defense is two fold first space opera prefers aesthetics over realism we want cool space knights fighting faceless soldiers in close combat even if realistically the enemy would use snipers widely spaced soldiers with assault rifles and other long ranged attacks to defeat such a foe you can t parry a mortar strike buddy so we ignore a lot of that second we don t actually care about tactics we re designing small scale encounters likely nothing larger than a squad battle as the typical pc group is about 5 characters so their opponents will either be about 10 soldiers or a platoon of relatively incompetent opponents how our militaries operate at the company or larger scale is mostly a background element it s iceberg theory i like iceberg t...
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