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 12-18-2016, 12:15 PM   #2
The_Ryujin
 
The_Ryujin's Avatar
 
Join Date: Jul 2012
Location: A crappy state called Illinois
Default Re: Ultra tech proximity rounds.

Quote:
Originally Posted by Jaware View Post
I was curious how ultratech proximity rounds work. I know it says minimum of 40 meters minimum. I also know it says it does a cone attack from the shrapnal etc.

my question is can somone break down the usage of it damage wise down for me.
Ok, 40 yards is the minimum safe arming distance for the weapons fuse in Airburst mode. This is the minimum distance the shell its self has to move before going boom.

You roll to hit like normal with the +4 for targeting an area rather then a point target. When it goes off you can choose if it attacks in a forward (anti-air mode) or downward direction (anti-ground mode). You ignore the shells crushing explosive damage, it's assumed that it goes off far enough away that the blast doesn't matter, and instead just roll to see if anything is hit by the fragments as normal.

Example: A TL9 Viper 64mm missile armed with a 64mm HE warhead doing 8d×2 cr ex [3d] is fired at an incoming attack VTOL that is 130 yards away in air-burst mode. The missile has a effective skill of 17, base skill of 13 with +4 for being in air-burst mode, and with a roll of 12 hits. The missiles 8d×2 cr ex damage is ignored and instead attacked only by its fragmentation damage of [3d]. This is against a base skill of 15 modified by range, since this is a direct hit now range modifiers apply. Another 12 is rolled which is a MOS of 3, that means that the VTOL is hit with two fragments. 3d is rolled twice, doing 15 and 11 points of cutting damage respectively.

Quote:
Originally Posted by Jaware View Post
also, internal explosions count for 3x wounding modifier. But what about shrapnal? And how does it work for ripping out of people?
Unfortunately, as far as I can tell RAW has not answer for this one but I would rule that the target gets auto hit by a fragment for 3× normal damage as for an internal explosion to represent all the fragments going off inside the target. I would then roll to see if any additional fragments hit and give each extra one that does the same 3×.

As for the ripping out question, I'm not sure I understand the context. Some clarification would help.

Quote:
Originally Posted by Jaware View Post
could somone clarify for me?

for example. 25mm HE rounds set for proximity would blow for 4d cr ex damage and 1d+1 fragmentation. I assume that means for about 7 yard cone of possible shrapnal hits.unless fired from an airburt.
Ignore the cone reference, it's just "fluff" and has no game effect. Just treat the fragments as normal.

Quote:
Originally Posted by Jaware View Post
My next question is simple, but could you make shrapnal woth an armor divisor? Like say superfine or hyperdense fragments?
By RAW, no, but I would double the warheads cost for a hyberdense warhead and give the fragments an (5) AD.


Quote:
Originally Posted by Jaware View Post
for example, armor piercing hardcore explosive rounds, being shot into someone through their armor. When it explodes they do 3x damage for the cr ex damage. And 1 fragment is guaranteed to hit. Roll for the rest against skill 15 every 3 is another hit. But how does that work inside of someone?
See my above reply. I wold like to see an office ruling on this as well.
__________________
GURB: Ultra-Tech Reloaded

Normies: Man! The government is filled with liars and thieves! Me: Well yeah, here's what they're lying about, what they're stealing from you, and who's doing it. Normies: Rolls eyes Shut up conspiracy theorist Me: >.>
The_Ryujin is offline   Reply With Quote
 

Tags
ammunition, guns, 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 03:52 AM.


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