02-11-2011, 07:04 PM | #121 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Tactical Shooting
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02-11-2011, 07:25 PM | #122 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS Tactical Shooting
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02-11-2011, 08:05 PM | #123 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Tactical Shooting
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02-11-2011, 11:26 PM | #124 |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS Tactical Shooting
I've got a question concerning shaped-charge attacks. We see one example of a HEAT warhead in Tactical Shooting (the TOZ GSN, pg 67) and it follows the same format as the HEAT warheads in High Tech (Nd(10) cr ex + Md cr ex) rather than the format from Ultra Tech (Nd(10) cr inc + Md cr ex). How is this damage applied? I know there have been discussions on this before on the forum, but I'm hoping to get an answer from a more "official" source. Perhaps it came up in the playtest?
I think it would be handled in one of the following ways, but I don't know which is RAW (or if I'm completely wrong on all of them). 1) A target hit directly takes Nd cr ex with a (10) armor modifier, and a linked Md cr ex. All other targets in the area take Md cr ex, modified for distance. This is based on the UT version, in which the primary damage effect lacks the explosive modifier. If this is also true of the HT format, why is it listed as ex instead of just inc? 2) The primary target takes Nd (10) cr ex + Md cr ex. Other targets take Nd cr ex (dropping the armor divisor) and Md cr ex, both modified for distance. This seems to make the most sense based on the HT version. If so, why do UT warheads lack the explosive modifier on the primary effect? Is it a difference in the technology, or possibly errata? 3) The primary target takes only the Nd (10) cr ex, and all other targets take only Md cr ex. This seems less supported, but I think I heard this interpretation passed around in the discussion. I think this may be how 3rd Edition handled it. |
02-11-2011, 11:31 PM | #125 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: GURPS Tactical Shooting
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02-11-2011, 11:36 PM | #126 | |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS Tactical Shooting
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02-11-2011, 11:40 PM | #127 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: GURPS Tactical Shooting
No idea. I mean, the book describes it as a "precision shaped-charge," so perhaps the the point is removing collateral damage. On the other hand, if that were the case, you might expect HEMP would use stats more akin to HEAT rounds, so it works better as both an anti-personnel round and an anti-materiel round (hence "multi-purpose"), instead of just a "better" shaped-charge round.
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02-12-2011, 01:53 PM | #128 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: GURPS Tactical Shooting
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 02-13-2011 at 03:01 AM. |
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02-12-2011, 02:36 PM | #129 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Tactical Shooting
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Make no mistake, though, if you step into someone else's wait, you better hope he's a bad shot, your body armor is not defective, and your life insurance is paid up.
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02-12-2011, 10:21 PM | #130 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: GURPS Tactical Shooting
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Luke |
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Tags |
melee, tactical shooting |
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