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 11-17-2019, 02:19 PM   #2
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Bullet flight time conventions

In the case of projectiles, I generally assume that 1/2D range represents the velocity of a round in yards/second. Max range then represents the maximum range for a flat trajectory based on air resistance, gravity, etc. (ballistic trajectories have a greater range dependant on the angle). When attacking beyond 1/2D range, I generally give targets a +1 to Dodge per 1/2D interval beyond 1/2D range (rounded up) if they are aware, mobile, and know roughly where the attack is coming from, as they have time to get out of the way.

In the case of direct energy weapons, I generally rule that 1/2D range just represents optimal range and max range represents effective range. Beyond max range, a directed energy weapon is generally harmless, though very powerful weapons might be dangerous beyond max range, divide by 10 for every max range interval. For example, a laser cannon that deals 100d damage at 100 miles max range would still deal 10d damage at 200 miles and 1d at 300 miles.
AlexanderHowl is offline   Reply With Quote
 

Tags
bullet flight time, em guns, etc guns, etk guns


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 05:33 AM.


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