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#1 |
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Join Date: Aug 2004
Location: Austin, TX
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See Ultra-Tech, p 146, for the standard GURPS rules for homing projectiles from small-arms. They basically let you spend 4 times as much per shot to have a bullet that uses the Homing Enhancement (Characters pp 105-106).
Figuring out explosive damage is fairly complicated. You need to know the weight of explosive in the shell (typically 5%-20% of the weight of the projectile; see High-Tech p 169-170 for examples) and REF of the explosive filler being used. Then damage is 6d x square root(explosive weight in lbs * 4 * REF) (see Campaigns p 415). Fragmentation damage is strictly based on shell diameter; see the weapon tables for examples. Hope that helps!
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#2 | |
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Join Date: Aug 2015
Location: Everywhere and Nowhere
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#3 |
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Join Date: Aug 2015
Location: Everywhere and Nowhere
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Thanks people, one of my questions have been answered. It is looking like I won't be able to recreate the effect of the second part to my liking so I guess I'll scrap that idea.
Thanks for the input you guys. |
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#4 |
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Join Date: Jul 2008
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What is it that you want, exactly? Especially in equipment there's no reason you can't model this thing in GURPS if you can decide what it actually is.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#5 |
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Join Date: Oct 2004
Location: The former Chochenyo territory
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Just from the description, it sounds like it might reduce Cover penalties by 2, and perhaps give a -1 Dodge penalty as well (like a Deceptive Attack).
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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#6 | |
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Join Date: Aug 2015
Location: Everywhere and Nowhere
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And I was looking for a bit of pocket mirical they can whip out and use if their lives depended on it. At the cost of their collective bank accounts. Or something like that. But to be honest I don't know what kind of effect I was looking for. |
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#7 | |
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Join Date: Jul 2008
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Ammo that increases Acc is also established (match-grade ammo), though the bonus is small for the real stuff. Making UT super-ammo that increases Acc by more wouldn't be too out there. Ammo that flat-out increases skill, as Toptomcat suggests, might be a little silly but certainly isn't a problem to do. Pricing is really up to you. Nobody can possibly tell you how much you want to sting their pocketbooks for the bonus.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#8 | |
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Join Date: Aug 2015
Location: Everywhere and Nowhere
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| Tags |
| ammunition, high tech, theory, ultra tech |
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