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Old 07-19-2015, 11:43 AM   #7
weby
 
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Default Re: Ultra Tech setting with shotgun, handling range and armor

Quote:
Originally Posted by Ulzgoroth View Post
This doesn't really work well with the rules. The only GURPS mechanic that will allow you land a burst of Rcl 3 fire in a relatively small area is the Rapid Fire vs. Close Stationary Targets rule...
Yes, but here the reduced muzzle speed should help as that should lower the RCL a lot.. though like a lot of Ultratech there is no such actual rule but as a GM I would definitely lower RCL along with the damage and ST on low power and increase on the high power shots.

And art say RCL 2, low range and +3 for rof and +4 for ground you are getting fairly many hits and couple of close misses(<5 yards)

As in "uuh I use double/half the power and the weapon kicks as much?"

Quote:
Also, 18.5mm fragmentation is really weak, so your 'low armored' targets had better be very, very low armored!
Yes,very much so, but so it the shotshell, really in UT if you are firing a weapon with 2d damage(the gaus CAW with shot as indicated by OP) you expect the enemy to have absolutely no armor. even the lowest armor stops such.

For any type of armor on enemy you need to use a weapon with any sort of penetration and get a hit.

There are a very few things that fall in the category: "reasonable chance to damage with 2d and and unreasonable with 1d as UT armors go". In low tech settings there is a huge difference between the two as many LT armors are in the 5-8 DR range, but in UT even the 2 lb TL 9 Reflex Vest has DR 12.
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