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

Reply
 
Thread Tools Display Modes
Old 02-12-2016, 05:32 PM   #1
Jaware
 
Join Date: Aug 2015
Location: Everywhere and Nowhere
Default Re: High tech guns, and an ultratech gun theoretical question

Quote:
Originally Posted by GodBeastX View Post
For homing in Ultratech, see P.146. It's only available on ammunition that has propulsion (For obvious reasons).
I have looked at homing. It's not what I'm looking for. Maybe something similar but it's not the effect that I'm looking for.
Jaware is offline   Reply With Quote
Old 02-12-2016, 05:51 PM   #2
Ulzgoroth
 
Join Date: Jul 2008
Default Re: High tech guns, and an ultratech gun theoretical question

Quote:
Originally Posted by Jaware View Post
I was trying to find how to know how much damage to actually add but as the book itself says. It doesn't have a formula as "it is beyond the scope of this book" I was wondering if there was something in another book or someone knows of a good way to implement it. Or if I am sposed to Frankenstein it together with the explosives formulas in the basic set?
High Tech generally favors a descriptive rather than predictive approach. To guess how much boom an exploding bullet has, you need to guess how much explosive is in it and then, as you say, use those explosives formulas (and probably the HT REF table). And then you can hope it's got the same ballistics as the solid version... But if it's an exploding bullet that actually exists, you can look up how much explosive is in it instead of guessing at it, and ideally you can check what its ballistic properties are too.
Quote:
Originally Posted by Jaware View Post
I have looked at homing. It's not what I'm looking for. Maybe something similar but it's not the effect that I'm looking for.
Your GURPS options for modeling non-dumb projectiles are Homing and Guided. The difference is that Homing is fire-and-forget while Guided requires user assistance. Both are covered in the Basic Set. (Maybe also treat it as Overhead.)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 02-12-2016, 05:53 PM   #3
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: High tech guns, and an ultratech gun theoretical question

Quote:
Originally Posted by Jaware View Post
I have looked at homing. It's not what I'm looking for. Maybe something similar but it's not the effect that I'm looking for.
I think what you might be looking for is Guided (B412) rather than Homing. While UT doesn't give any rules for Guided projectiles, I would probably permit them with the same cost and stats as Infrared Homing, but require a target designator on the weapon (negligible cost at TL 9+, similar to a laser sight, but has potential to warn the target).
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Reply

Tags
ammunition, high tech, theory, ultra tech


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 06:27 AM.


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