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-   -   [Spaceships] Two-handed Mecha Weapons (https://forums.sjgames.com/showthread.php?t=139881)

Sciencezam 11-17-2015 03:01 PM

[Spaceships] Two-handed Mecha Weapons
 
Pretty straightforward-how would one go about making a weapon for a mecha, constructed with the Spaceships system, that requires two mecha hands to wield?

To my understanding, a Robot Arm system can hold one handheld major battery (or some combination of weapons in a smaller battery, that are fused together as part of the same mount). And I think there's something on Oversized weapons, which take 3 system slots (three hands?) to carry a Spinal Battery. So what does a 2 system slot/two handed weapon count as?

The goal in this case is a large squad-support conventional gun, used for long-range precision work with the mecha carrying it. This, to be more specific.

Celti 11-17-2015 03:39 PM

Re: [Spaceships] Two-handed Mecha Weapons
 
Quote:

Originally Posted by Sciencezam (Post 1954459)
To my understanding, a Robot Arm system can hold one handheld major battery (or some combination of weapons in a smaller battery, that are fused together as part of the same mount). And I think there's something on Oversized weapons, which take 3 system slots (three hands?) to carry a Spinal Battery. So what does a 2 system slot/two handed weapon count as?

I think it's fair to treat two Robot Arms as being able to carry a handheld Spinal Battery if it is braced against the mecha's shoulder like your typical rifle — which your example weapon appears to be, from the statement that it looks more-or-less like an oversized MG3.

Varyon 11-18-2015 10:39 AM

Re: [Spaceships] Two-handed Mecha Weapons
 
It should be possible to expand the table to cover in-between cases. I did something similar for designing my own take on Star Wars style blasters. Here's a modified version of that progression:

Code:

Output        dDam
100 kJ        1d
150 kJ        1d+1
200 kJ        1d+1
300 kJ        1d+2
500 kJ        1d+2
700 kJ        2d-1
1 MJ        2d
1.5 MJ        2d+1
2 MJ        2d+2
3 MJ        3d
5 MJ        3d+2
7 MJ        4d+1
10 MJ        5d
15 MJ        5d+2
20 MJ        6d+1
30 MJ        7d
50 MJ        8d
70 MJ        9d
100 MJ        10d
150 MJ        11d+2
200 MJ        13d+1
300 MJ        15d
500 MJ        16d+2
700 MJ        18d+1
1 GJ        20d

Note this is slightly different from the default SS progression - mine goes 3-5-7 rather than 3-4-6 - in order to use the SSR progression from the rest of GURPS. This only makes a difference at the 10 xJ and 30 xJ (where x stands for any prefix) points.

This is only dDam1. For dDam2, just multiply output by 10 to determine damage.


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