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#11 | |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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It doesn't make sense and I am trying to get all of those rules across GURPS together to hash out what I want to do. Given what you have said elsewhere that your group has little interest in military action I am not surprised that you haven't had to deal with it. I am building scenarios where PCs will be shot at from beyond 1/2D or TS's 600 yard range and notice the thermal bloom in their hyperspectral goggles and must decide on racing that round to the nearest cover or grabbing the bad guy as a human shield... So what would you do about that?
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Joseph Paul |
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#12 | |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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I am thinking I want different approximations. A lot of your post will be getting a closer examination in that regard so thank you for it.
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Joseph Paul |
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#13 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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KE = 1/2 M V^2, and damage is based on the sqrt(KE). So damage is linear in velocity. (linear-ish)
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#14 | |
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Join Date: Aug 2007
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If they do move to another hex I'd probably just declare an auto-miss. Very long range sniping requires the target to be unaware of the coming attack. However, do check the Vision mods for noticing the firing. When the Mythbusters messed about with "dodging" bullets they found no realitic way the target could spot the firing at any distance (i.e.hundreds of yards) where he'd have time enough to act. 1000 yards is -16 to Vision rolls as well as Guns Rolls. Even if you give the firing the -10 for "in plain sight" s a suppressor (or maybe just a"dry" one there's text about "wet" suppressors reducing IR flash too) doesn't hide the flash from the target there's still another -6 to make up. I have done some rifle combat in a Cliffhangers game but that resolved itself as "Aim" and "Fire" on alternating Turns at about 100 yards. Nobody would have hit anything at 1000 yards even if they had spotted anyone that far away. If I did want to make PCs wary about long range sniper fire I'd proceed dirsectly to "the "crack!" sound and a bullet hitting a rock a few yards away. Force a PC to spot a firing rifle a long way away and you could end up killing him for failing a Per Roll.
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Fred Brackin |
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#15 | |
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Join Date: Jul 2008
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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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#16 | |
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Join Date: Jul 2009
Location: Oklahoma City
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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#17 |
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Join Date: Feb 2005
Location: Berkeley, CA
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My rule of thumb is that for anything with a long bullet, muzzle velocity is 1,000 yps * (damage in dice) / (bore size in mm).
As that's a bit low for pistols (a 9mm at 2d+2 works out to 2500/9 = 278 yards per second), mostly because lower power bullets are often also short compared to their diameter, using around the 0.75 power of (damage/bore size) might give better numbers. As for dodging dumb projectiles: realistically, if you see the shot in time to react and move, the only way it can possibly hit is if the attacker missed and randomly hit where you chose to dodge to. |
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#18 | ||
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Join Date: Jun 2013
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A 40mm Spaceships projectile traveling at Move 1760 (1 mile per second) does 60d damage at normal scale. That rounds up to 1d per 30 yards/second. Dividing that by 40 gives 1d per mm per 1200 yards/second. So, if you divide damage by caliber in mm and multiply the result by 1200, you'll get the round's velocity in yards/second. For the Payload Rifle (UT137), for 10d out of a 25mm projectile you need Move (1200*10/25)=480. A Boosted LP shot does 10d+10, or around 13d - Move 624. A low velocity LP shot does 5d - Move 240, which is indeed subsonic. Personally, I prefer placing "subsonic" at around Move 350, which would actually do around 7.3d - 7d+1 - damage, rather than only 5d. Each shot uses up around 0.5 shots of propellant. For the Gauss Rifle (UT142), for 6d+2 (6.7d) out of a 4mm projectile you need Move (1200*6.6/4)=1980 (over 1 mps). A boosted shot does 6d+8 (8.3d) - Move 2490. A low velocity shot does 3d+1 (3.3d) - Move 990. Note this is still a supersonic shot; throwing the projectile at Move 350 would only do 1d+1 damage, but would only use up around 3% of the power of a typical shot. An optional additional step (well, several steps really) would be to compare the WPS of your rounds to those of Spaceships rounds. This is complicated by the fact Spaceships rounds things a bit and occasionally nudges things to be more in line with SSR, which throws things off a bit. Here we'll deviate at bit from Spaceships since we need to be able to work with arbitrary calibers without worrying how well they fit into the table. First off, Spaceships conventional guns tend to have bullets weighing twice those of comparable Gauss/grav guns, so we can assume 50% of the mass is in propellant. Going off of the 1 ton (2000 lb) weight of a 40 cm Gauss/grav bullet, and scaling by the cube of caliber (which Spaceships does prior to the rounding issues coming into play) gives us a 1 lb bullet at around 32mm. Such a bullet would need an equal weight of propellant to reach Move 1760. For a different Move, we know from LP that the weight of propellant required scales with the square of velocity. For bullets of weights different from what was predicted above, from the way collisions work we can assume damage scales with the cube root of weight (and indeed scaling linearly with caliber supports this). Given this relationship, if we run into a discrepancy with a conventional round, increasing bullet weight (with corresponding decrease to propellant weight) will overall increase the weight of the round. Increasing propellant weight (with corresponding decrease to bullet weight) will overall decrease the weight of the round. Every xn to bullet weight (x(n^1/3) damage) needs x(n^2/3) to propellant weight (x1/(n^1/3) damage) to balance it out. Unfortunately, I don't think there's an equivalent to the quadratic equation that will help us out here, but I'd be happy to be proven wrong. The equation will look something like an^(2/3)+bn=w, where a is the SS-calculated weight of propellant (accelerant), b is the SS-calculated weight of the bullet, and w is the weight of the round in UT. From here, divide mass of propellant by mass of the bullet, take the square root, and multiply by 1760 to get muzzle velocity. Note this assumes comparable propellants between UT and SS, which isn't necessarily the case. For Gauss/grav, it's far easier - simply divide calculated weight by UT weight, take the cube root, and multiply by 1760 to get muzzle velocity. Our 25mm bullet above should thus weigh around ((25/32)^3) 0.48 lb. 0.48 additional lb of propellant would boost it to Move 1760; with it only having a Move of 480, it needs around ((480/1760)^2) 7.5% as much propellant, or about 0.035 lb. for a total weight of 0.515 lb. The 25mm rounds actually weigh 1 lb, so we need a heavier bullet. 0.035(n^2/3)+0.48n=1 is our equation; messing around in a spreadsheet, I get around n=1.968. That gives us a bullet weight of 0.945 lb and a propellant weight of 0.055 lb. With propellant being 5.8% of the mass of the bullet, this gives us Move (1760*0.058^1/2)=425 or so. This really isn't much a difference from our above calculation of Move 480. Our 4mm Gauss bullet above should thus weigh around ((4/32)^3) 0.002 lb. UT gives a weight of 0.006 lb. This gives us Move (((0.002/0.006)^1/3)*1760) 1220. That's a notable difference from the 1980 calculated above; a low velocity, Move 350 projectile is now around 30% velocity and damage (instead of something like 15%), for 2d pi- (instead of 1d+1 pi-). Quote:
*For a subsonic shot, a failed Vision roll to notice the muzzle flash or whatever may allow for a subsequent Hearing roll to hear the shot, as the sound reaches the character before the bullet does. Of course, as the speed of sound is roughly 375 yards per second, even a slow 250 yard/sec gives little time to respond - at 500 yards (an impressive shot for such a slow bullet) the sound reaches the target only 2/3rds of a second before the bullet.
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GURPS Overhaul |
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#19 |
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Join Date: Aug 2004
Location: Wellington, NZ
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Gah. I knew that, really.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#20 | |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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Quote:
I think that one of the things my setting is going to test is that with integrated detection capability participants in hot conflicts are going to find that long range is not a help. HUD displays linked into hyperspectral sensors on drones and radscanners (as a catch all for a future integrated EM&RAD sensor suite) will catch the firing of conventional guns and EM guns. Which leaves lasers as the choice of snipers 'cause you can't beat c. When the sniper alarm goes off people move and try for cover. If everyone just hits the dirt snipers will aim low in front of their target to try to generate hits. So targets should try to be a little more erratic in their evasion. So a homing bullet might work because it would be able to make some corrections. Maybe. I have little confidence that small caliber rounds would be able to make much of a course change given they have no thrust to work with and often little altitude to trade. The vision of them doggedly pursuing their mark through an urban apocalypse dodging buildings and the odd burnt out car is not one that I cater to. Whether they would actually help with AA fire or air-to-air combat is something to be considered. But the original question was to find out what the spread of options were in the RAW GURPS at this point. To clear up the clutter of rules I think I am going to set some specific muzzle velocities for UT to work with long range shots and work out my own weapons tech progression. It appears that I will need to make some setting decisions about what can have Guided/Homing war heads and what can't and be very explicit in the how-things-work department.
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Joseph Paul |
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| Tags |
| bullet flight time, em guns, etc guns, etk guns |
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