Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-18-2018, 04:38 PM   #81
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: [Spaceships] Missile shield vs. ramming: two questions

It requires a lot of extra power but here are examples of beams slocing through ships.
https://www.youtube.com/watch?v=mYq-XJ5XfkI

I do agree there should be a pinhole kind of rule or blowthough but there are times when its not appropriate.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is offline   Reply With Quote
Old 04-18-2018, 04:40 PM   #82
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [Spaceships] Missile shield vs. ramming: two questions

Quote:
Originally Posted by Michael Thayne View Post
Rolling damage for each hit individually, you'd need 12-13 hits on average. And with the "Multiple Hits" rule from Anthony's article, you'd need 30+ hits from one salvo.

Did I do that right?
No. The multiple hits rule is messy and could do with editing, but the basic idea is that a success by 10 on a RoF 300 weapon is probably not actually 10 hits, but we don't want to roll damage 50-100 times.

Assuming the salvo has enough RoF, a hit by 10, instead of meaning you roll damage 10 times, lets you roll damage once and shift wounding by 10 columns (from /30 to x1.5).
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 04-18-2018, 04:49 PM   #83
Agemegos
 
Agemegos's Avatar
 
Join Date: May 2005
Location: Oz
Default Re: [Spaceships] Missile shield vs. ramming: two questions

Quote:
Originally Posted by Anthony View Post
Damage types other than piercing do not have hole width modifiers, and should. At the same penetration, a wider hole is certainly more destructive.
Yes. And if it had been established that the damage ratings of Spaceships' weapons reflected depth of penetration into spaceships that would mean that a width modifier ought to be applied. I don't know whether it has; if you believe so, go ahead.
__________________

Decay is inherent in all composite things.
Nod head. Get treat.
Agemegos is offline   Reply With Quote
Old 04-18-2018, 05:03 PM   #84
Michael Thayne
 
Michael Thayne's Avatar
 
Join Date: May 2010
Default Re: [Spaceships] Missile shield vs. ramming: two questions

Quote:
Originally Posted by Anthony View Post
No. The multiple hits rule is messy and could do with editing, but the basic idea is that a success by 10 on a RoF 300 weapon is probably not actually 10 hits, but we don't want to roll damage 50-100 times.

Assuming the salvo has enough RoF, a hit by 10, instead of meaning you roll damage 10 times, lets you roll damage once and shift wounding by 10 columns (from /30 to x1.5).
Err, what I originally wrote was definitely wrong, but I was wondering about this sentence: "you can resolve multiple hits in a single roll by just adding (2 + RSM for number of hits) to WM." I figured to be guaranteed destroying it (4200 points of damage), you'd want to shift the WM to x1/2, which is shifting the WM by 7 categories. Which means you want an "RSM number" of 5 (2 + 5 = 7), so 10 hits? Possibly this rule is mainly only useful for resolving big rapid-fire attacks.
Michael Thayne is offline   Reply With Quote
Old 04-18-2018, 05:17 PM   #85
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [Spaceships] Missile shield vs. ramming: two questions

Quote:
Originally Posted by Agemegos View Post
Yes. And if it had been established that the damage ratings of Spaceships' weapons reflected depth of penetration into spaceships that would mean that a width modifier ought to be applied. I don't know whether it has; if you believe so, go ahead.
As armor is linear in thickness, and damage is linear in armor penetration, the obviously implication is that damage rating indicates depth of penetration.
Quote:
Originally Posted by Michael Thayne View Post
Possibly this rule is mainly only useful for resolving big rapid-fire attacks.
The intent is mostly for 50 guys shooting assault rifles at a freighter to be a sanely resolvable situation.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Reply

Tags
combat, spaceships

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:51 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.