11-15-2019, 09:12 AM | #21 | ||||||
Join Date: Jun 2013
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Re: Making Gyrocs Great
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Note the (3) armor divisor, as per HT, isn't quite appropriate - APEP (which may be appropriate to rename APDSEP) should have AD (2) but deal 1.5x as much damage (which is the same impact on penetration) to keep it in line with the way APDSDU works. Unimportant for gyrocs, this implies APDSFSEP should also be an option, for x1.7 damage (+2.5/die to damage), for perhaps x12 cost. *HT does have an APDU round, which is like APHC but with boosted damage - presumably because the round itself is heavier. As I'm opting to maintain the same weight, that doesn't apply here. Quote:
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11-15-2019, 09:50 AM | #22 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Making Gyrocs Great
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Here's Sean's video of the day (he's owner of the gyrojet pistol and carbine they were firing), and another Taofledermaus video on 3D printed rocket slugs for a shotgun... |
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11-15-2019, 02:07 PM | #23 | |||
Join Date: Sep 2018
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Re: Making Gyrocs Great
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Firing slow Gyrocs at range would have limited applications, especially given the damage. It would be really hard to hit something with a round that slow that would be impressed with a shot with so little velocity. Maybe an archaic way to mark a target with a radio transponder? Slow-Gyroc might be a bit of a pipe-dream upon light criticism of the idea. |
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11-15-2019, 02:14 PM | #24 | |
Join Date: Jul 2008
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Re: Making Gyrocs Great
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With UT telemetry, it seems likely that military opponents would be alerted about your victim just as well if you perforated them with solid rounds. (Also how quiet are solid rounds punching through armor anyway?)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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11-15-2019, 02:19 PM | #25 |
Join Date: Feb 2016
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Re: Making Gyrocs Great
I like the idea of a 25mm gyroc, similar in weight and cost to the 25mmCL ammo, probably with similar damage and range, though the weapon could be lighter, cheaper, and have lower minimum ST and Rcl (perhaps 24 lbs., ST 10!, Rcl 2, and $4,000). At that point though, the 25mm Payload rifle would only really shine if ETC, but that would be acceptable.
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11-15-2019, 02:23 PM | #26 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Making Gyrocs Great
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In general low speed projectiles (rockets are otherwise) are better suited for payload delivery than being kinetic weapons. 25mm rockets would probably compare very favorably to the payload rifle. |
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11-15-2019, 02:32 PM | #27 | |
Join Date: Jul 2008
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Re: Making Gyrocs Great
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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11-15-2019, 02:50 PM | #28 | ||
Join Date: Jun 2013
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Re: Making Gyrocs Great
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11-15-2019, 03:02 PM | #29 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Making Gyrocs Great
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In general the solution for rockets making the location of the shooter obvious is using disposable launchers that you either fire by remote control or you just abandon before counterfire can hit you. |
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11-15-2019, 05:42 PM | #30 | ||
Join Date: Jun 2013
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Re: Making Gyrocs Great
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As for other fillers, sleep gas is probably your best bet if the target isn't Sealed. If you really want to kill the target, and don't expect to have time to get up close and personal to execute them, either use the double-weight payload variant from a prior post and fill half of it with sleep gas and half with nerve gas (just nerve gas is a bad idea, as 1d tox per minute gives them plenty of time to sound the alarm), or use a normal biochemical aerosol round and split it half-and-half between sleep and nerve. Roughly based on the Varying the Dosage (B439) guidelines, half doses would give +2 to resist and cut the time unconscious (for sleep) or the damage (for nerve) in half (nerve gas would also only do damage every 2 minutes). That, or shoot them first with Sleep, then follow up with Nerve on their unconscious body. On that topic, does UT Nerve gas seem a little tame to anyone else? It's fast-acting, sure, but only has around a 50% shot of killing a typical person, which seems a bit underwhelming. Quote:
At this point, there really isn't any option other than to basically arbitrarily set the prices. What prices seem like they'd be appropriate? I currently have it as $50 for Guided, $150 for IR, and $500 for Multi-spectral/Multiscanner. Do those look acceptable, or would something like 10/30/100 or even 5/15/50 be more acceptable? For reference, the former sets the prices as they'd be by UT rules for a $10 CPS round (so, my micromissiles); the latter sets it as they'd be for a $5 CPS round (so, a normal gyroc). For my 15mm micromissiles, I currently have the prices set at 60/160/510 while a 15mm rifle round would cost 90/190/540. With the cheaper prices, these become either 20/40/110 (micromissile) and 50/70/140 (smart bullet); or 15/25/60 (micromissile) and 45/55/90 (smart bullet). Which looks better? Also, does my previous suggestion of x2 cost per +1 to skill for the Homing variants seem appropriate (for that matter, am I reading correctly that skill is actually TL+4+Acc)? As previously noted, this is simply applying the rules for higher TL gear, although it potentially (depending on how high you allow the bonus to go) allows for functional TL above 12.
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