|
|
|
#31 | |
|
Join Date: Aug 2007
|
Quote:
So uisng normal RAW if 1 lb of TNT does 6Dx2 or 42pts on average then 2500 lbs does the square root of 2500 x (6D x2). That should be about 50x as much of an average of 2100 pts. So a 2100 hp explosion in a vacuum at 1 yard reduces by 2500x or round down to 0 pts damage at 50 yards and not 42hp. Replacing the normal square function in calculations of Gurps ex damage with a cube would affect the starting number of dice and not how it reduced over distance..
__________________
Fred Brackin |
|
|
|
|
|
|
#32 |
|
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
I think he was using "energy" in a literal sense: Ten pounds of boom-brick has half the Joules released than a 20-lb. boom-brick.
How that translates to GURPS damage is obviously the next step, but I don't think he was taking that step in his post at that instant.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
|
|
|
|
#33 | |
|
Join Date: Aug 2007
|
Quote:
__________________
Fred Brackin |
|
|
|
|
|
|
#34 | ||
|
Join Date: Nov 2009
Location: Oregon
|
Quote:
Quote:
|
||
|
|
|
|
|
#35 | |
|
Join Date: Jul 2008
|
Quote:
My issue is primarily with the base damage being the same. There's no reason for the impact-fused attack run to combine the masses of 10 submunitions to deliver the performance of one.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|
|
|
|
#36 |
|
Join Date: Nov 2011
Location: Seattle, WA
|
Has anyone upgraded the x-ray laser warheads from SS4? Being limited to 10d(5) is pretty weak, despite the ever-increasing RoF. I'm trying to convert the laser warheads from 2300AD, NOT the Honorverse, if that makes any difference.
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
|
|
|
|
|
#37 | |
|
Join Date: Nov 2009
Location: Oregon
|
Quote:
By RAW, the RoF increases linearly with the warhead's diameter, doubling every 4 SMs, or increasing by a factor of 10 roughly every 13.3 SMs. For beams, a ten-fold increase of increase in RoF cuts damage in half. Therefore, if RoF stays constant, damage of the warhead would double every 13.3 SMs, gaining about +5% per SM. Clearly, this is not a significant increase in damage; however, this is based solely on the RAW RoF increase, and I'm not sure how realistic that is anyways. To give usable numbers which don't overpower large-scale Beam weapons, you could just keep RoF at 10 and give them damage equal to 1/2 calibre. Again, I've no clue if that's at all realistic, but it seems gameable. Hopefully Luke can show up to inform us on the realistic mechanics of Nuclear X-Ray Warheads; they seem right up his alley. =P |
|
|
|
|
|
|
#38 |
|
Join Date: Aug 2007
|
I don't know why you're taKing this sidestep though. Determine the damage for the warhead at 1 yard and then reduce the damage for distance. This is a great time saver if you have multiple targets at different distances. Figure damage only once and modify for a simple factor.
__________________
Fred Brackin |
|
|
|
|
|
#39 | |
|
Join Date: Nov 2009
Location: Oregon
|
Quote:
|
|
|
|
|
![]() |
| Tags |
| damage, missiles, space opera, spaceships |
| Thread Tools | |
| Display Modes | |
|
|