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Old 11-18-2019, 07:04 AM   #5
Joseph Paul
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Join Date: Oct 2007
Location: Indianapolis, IN
Default Re: Bullet flight time conventions

Quote:
Originally Posted by Fred Brackin View Post
What rule would this be? Can you cite a page number? For the 64mm and 100mm missiles the two distances shown are indeed velocity per Turn and max range but I do not believe anything is said about what happens when you put guidane on conventional bullets. The passage about doing that could be expunded with little loss.

To the OP I can tell you that the velocity increase for ETC is 50%, same as for damage. Otherwise the velocities for plain caseless rounds should proably be not very different from those of contemporary guns.

Finally, What do _I_ do about this in my games? Nothing. It's never come up.
The expounding was done on UT p 146. There it explicitly allows the use of homing projectiles fired from guns. All homing projectiles use the rules on Basic 413 which calls for the round to use 1/2D as speed per second. If the round is homing it appears that the firer needs Artillery(Missile) as the skill to launch it even if it is fired from a conventional gun.

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

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