07-12-2015, 11:01 AM | #11 | |
Join Date: Jul 2008
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Re: [Pyramid #3/37] The Sith & Wesson Family of Blasters
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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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07-12-2015, 12:52 PM | #12 |
Join Date: Apr 2010
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Re: [Pyramid #3/37] The Sith & Wesson Family of Blasters
They yield carbines and sniper rifles with the same Acc? Odd. Hmm, after checking UT I do see that beam rifles do have standard accuracy ratings. I guess Acc represents the absolute precision of the weapon much more than it represents how well a human being can aim it in one second. Some weapons do have an Acc rating like 10+4, indicating I guess an accuracy bonus when using the weapon's scope. Maybe add that to some of yours?
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07-12-2015, 01:42 PM | #13 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Pyramid #3/37] The Sith & Wesson Family of Blasters
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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03-22-2016, 10:39 PM | #14 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Pyramid #3/37] The Sith & Wesson Family of Blasters
Okay, updated the table in the first post with a few things.
First, added the following weapons: - Hunting Blaster Rifle; a good civilian weapon for frontier worlds. - Gatling Pistol. Because Gatling pistols are cool! (Especially paired!) - Light Anti-Material Blaster Rifle, a compromise between power and man-portability. Made the following adjustments to pistols and rifles: - Added in the Acc bonus from various scopes and laser targeting systems - Adjusted weights and prices for scopes Made the following adjustments to individual weapons: - Adjusted the power cell for the Blaster Rifle, making it an external pack rather than integral in the rifle. I guess it depends on whether you want to put a 5 lbs. pack in a normally 10 lbs. rifle; the net game effect is to lower the ST score by 1, while not adjusting the shooter's encumbrance. How heavy is a fully kitted-out M-16? - Adjusted the power cell and redid the math for the AMR, reducing its ST score to 18B. - Gave a reason for the original note that the Light Repeating Blaster uses superscience cells. In short, it's meant to have a Shots number in the 300+ range. I'm still working on the heavier weapons, including a heavy Gatling which will probably have an M in the ST column. :) I may have to fudge the numbers slightly to get a RoF over 20.....
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
03-23-2016, 12:10 PM | #15 |
Join Date: Jul 2008
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Re: [Pyramid #3/37] The Sith & Wesson Family of Blasters
You could simply use multiple generators, multiplying cost, weight, and RoF accordingly. Seems very appropriate for a gatling system in particular...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
01-27-2017, 11:30 AM | #16 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Pyramid #3/37] The Sith & Wesson Family of Blasters
I've been working on these more. To this end, I've added a commentable Google Docs file detailing the various designs.
Still working on figuring out the heavy cannon versions. Enjoy.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
01-27-2017, 12:50 PM | #17 | |
Join Date: Jun 2013
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Re: [Pyramid #3/37] The Sith & Wesson Family of Blasters
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The Heavy Repeating Blaster averages 42 damage per hit. It can damage a angled-shield X-Wing or a TIE-fighter from the side or back, but not from the front (and it doesn't do much damage there - 5 HP out of 200 on the X-Wing, 9 HP out of 150 on the TIE). It cannot damage an X-Wing that hasn't angled its shields. With continuous fire (shielding is semi-ablative, but each hit only subtracts 4.2 DR from 200), an X-Wing with non-angled shields needs to be hit with something like 18 hits over the course of a second (every second that passes negates the effect of roughly 5 hits) before it will get damaged. The Light Blaster Cannon averages 105 damage per hit. It can damage an angled-shield X-Wing from the front, although it won't do much there (only 8 HP to a 200 HP target). Against an X-Wing without angled shields, it penetrates for 48 HP, so the hits can add up to take one out (and each hit in a second does roughly 2 more damage than the last; every second negates the shield-depleting effects of 2 hits). Against an angled-shield X-Wing from the side or back, it gets 68 HP through. Against a TIE-fighter from the front, 55 HP (out of 150) gets through, which means a pretty good shot at dropping one. Against the back, that's 72 HP - you only need to roll a bit above average for a Major Wound. So, basically you'd use the Heavy Repeating Blaster against infantry and lightly-armored vehicles, the Light Blaster Cannon against fighters and the like. Well, maybe - the low RoF of the cannon make it a bit less usable there (you really want high RoF against flying targets), but if there are land vehicles of intermediate armor - more than typical "lightly-armored" types, but less than tanks - the light blaster cannons would be ideal against them. AT-ST's might fit that, as might an AT-AT's legs. EDIT: As for Beam Weapon specialties, I'd probably use the Pistol, Longarm, and LAW (for shoulder-carried weapons) from the Alternate Guns Specialties and Techniques for those. I'm not certain a wrist-mounted weapon would actually even use Beam Weapon (or Guns for that matter) - Innate Attack actually seems like a better fit. Having it as its own specialty of Beam Weapon (or Guns) might be alright, however - I could see some justification for sharing a default (albeit more with Pistol than Longarm), and it makes a star-pistolero with a backup wrist blaster easier to make than requiring a completely different skill. You'd use Longarm for squad-support weapons, however. Assuming you want to use the rules from the article, anyway, but I think they make a lot more sense than the GURPS default. Last edited by Varyon; 01-27-2017 at 01:27 PM. |
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01-27-2017, 02:16 PM | #18 | |
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: [Pyramid #3/37] The Sith & Wesson Family of Blasters
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Let me know what you're trying to work out and I'll see if I can add my 2¢ in.
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GURB: Ultra-Tech Reloaded Normies: Man! The government is filled with liars and thieves! Me: Well yeah, here's what they're lying about, what they're stealing from you, and who's doing it. Normies: Rolls eyes Shut up conspiracy theorist Me: >.> |
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