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#51 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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If so, those are still heavily based on modern flamethrowers, watercannon etc. But yeah, rules are . . . interesting.
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#52 |
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Join Date: Feb 2005
Location: Berkeley, CA
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No, really, the jet rules have been that way since before GURPS High-Tech (first edition) was even written, and were always used to represent jets with ranges of 1-3 hexes that functioned like unparryable melee weapons; any resemblance to real weapons is accidental.
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#53 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
The old Flame Jet describes jet as being comparable to a sword, which doesn't seem to be any wider than a flamethrower's jet. Light Jet seems to have an effective range of 10 yards, but is narrow enough that aiming for the face is required to blind someone. Sound Jet is described as a magical effect "like a high-tech stunner". 4e: "Your attack is a continuous stream, like a flamethrower." (B106.) 4e Jets also have ½D ranges, like other Guns weapons. Yes, there does seem to be a legacy connection, but it seems that in 4e, it is the magic jets that got subsumed into flamethrower-like effects, not vice versa. |
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#54 | |
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Join Date: Aug 2004
Location: In the UFO
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Quote:
__________________
Is love like the bittersweet taste of marmalade on burnt toast? |
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#55 |
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Join Date: Jan 2010
Location: Brighton
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The thing is while it makes sense to make the UT flamer like a HT flame-thrower, does the jet rules model HT flame-throwers (and now UT flamers) well? I.e did you make the consistency run in the right direction?
Last edited by Tomsdad; 07-05-2013 at 02:56 AM. |
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#56 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Problem is that the Jet rules are crappy for anything other than the jets in GURPS Magic; flamethrowers in general behave much more like conventional ranged weapons than odd melee weapons.
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#57 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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I'm still looking forward to its release :)
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