Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-08-2016, 10:31 AM   #8
Jaware
 
Join Date: Aug 2015
Location: Everywhere and Nowhere
Default Re: Need advice designing a fair ultra tech gun.

Quote:
Originally Posted by Varyon View Post
First off, the space suit DR. Is this split DR meant to represent different DR in different locations (as seen with rigid armor) or different DR against different attacks (as seen with flexible armor)? If the former, spikes might have less issue getting past armor away from the Torso and Skull, and shooting those locations might be able to carve away some of the armor with the follow up explosions (basically, pump the chest full of spikes, blow them up, then your next round of spikes have a better chance of reaching the juicy center). If the latter, you'll want to consider which applies to the Imp spikes you're throwing at the targets.

Secondly, the users probably don't need to worry much about the explosions. A 15mm HEC (why would a mining tool be designed to fragment?) warhead is doing* 2d cr ex. That's an average of 7 damage at ground zero, which is less than half the lowest protection of their armor. Maximum damage is 12, which is still less than their armor's protection At 1 yard away, damage is divided by 3, dropping those to 2 and 4, respectively. 2 yards out those become 1 and 2, and at 5 yards away (only -2 to hit) they aren't feeling more than a light push from the explosion, even without armor. The explosive's real effect, in this case, is that if it gets past armor it does triple damage, ripping up the target pretty well (and, as noted above, you can use it as justification to ablate away at armor it fails to penetrate, provided it gets stuck; note this is precisely what it would be designed to do as a mining tool).
*I should note here the actual damage depends on what TL the ammunition is. If it's TL 9, the above damage is appropriate. At TL 10 it changes to 2d+2, and at TL 11 it becomes 2d+4 or 3d. It's still not getting past armor on its own, however.

For stats, personally I'd go with the Gyroc Carbine, dropping the shots to 6(3i), the RoF to 1, and maybe making it Bulk -4. Damage would become 6d imp. Price would stay the same - the drop for a more simplistic design is countered by the need to handle finicky ammunition and the ability to broadcast the detonation signal. The spikes are probably heavier and would cost more than a micromissile; I'd eyeball them at WPS 0.2 and CPS $75 or so. The increased weight should drop their range; going to 1,000 is likely (not that that's likely to matter in a horror campaign). They still need space to get up to speed, as usual, so keep that in mind when the target is within 10 yards (which is likely to matter in a horror campaign).

If you want better precision, you may be interested in picking up GURPS Vehicles, which has a nice chapter on designing weapons. It's a 3e product, so some of the stats will need converting, but damage, weight, and range are consistent between editions. You'll want to figure out MinST, Bulk, and Rcl based on similar weapons, and for 3e Acc is typically double 4e Acc.
I forgot to say that the armor was flexible, sorry it was late last night and I was writing a 4 page research paper for school hahaha.

As for it being designed to fragment, I was thinking more along the lines of someone tried to Jerry rig it do do more damage myself.

That's almost the exact specs I made except I had the damage at 3d(2) imp to show that it could pierce into rock easily. Rof 1, Rec 1, Range 380/1000, weight about 4 lbs or so, cost would be relativly cheap for he gun. The bullets I had as some 4$ or so a piece, since they didn't move as fast or deal as muc damage as a regular round would. Why should they cost more than multi spec homing rounds?

I was thinking that the rounds they were made to use were the hemp rounds, that way it would drive a nice hole into rock to open up for mining rounds. Buy they were modified to deal more AOE damage. At least that's what I want.

The critters themselves are undead and don't have any vitals, so they won't really pop like overripe cherries, but more than anything I would like the explosion to be more powerful, but with a shorter range. I have no idea if gurps can even do that much less if one should. But as for the fragmentation I was thinking maybe the Shrapnal bits could be made of superfine or hyper dense material, both of which would increase the useability of the weapon. And it would fit with the storyline.

This is all mostly because of if the rounds are super expensive, the pcs wouldn't want to sink their money into into it unless it can one shot the boss. Which I want to avoid if at all possible. And wasting a 75$ round on just run of the mill enemies seems like a waste to me, and I'm sure to my PCs as well.

With the fragmentation at an armor divisor (is that even a thing?) the radius would be shorter but it still would be threatening to be in the blast.iif I can't do do that, than I was also thinking double knock back or something to show that it was a large force that would at least knock groups of enemies over so they can buy themselves some breathing room. Unfortrtunatly the enemies have about 16hp on average. And usually around14 or so str. So the boom needs to be very big to knock them over if DBKB isn't used...
Jaware is offline   Reply With Quote
 

Tags
guns, gurps, ultratech


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:12 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.