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#61 | |
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Join Date: Aug 2007
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The "survival" part means it can be quickly sassembled from separate modules making it concealable for cyberpunks in long coats. The ACC12 would make it an ideal sniper weapon exccept that it only has a 1/2D of 300 yards.
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Fred Brackin |
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#62 | |
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Join Date: Jun 2013
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GURPS Overhaul |
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#63 | |
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Join Date: Aug 2007
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These days energy weapon damage is frequently lower than slugthrower in absolute terms even before you throw in modifers like ETC but "P" class and ammo type too. This can change iif in the design article in Pyramid 3/37 if you flick the "superscience" switch (includign ^ power cells to power things). This might be necessary to match energy weapon performance in some settings but modifying ROF can be necessary too but is easily done.
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Fred Brackin |
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#64 | |
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Join Date: Aug 2022
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I was planning on using legality class as a means of essentially level scaling access to stuff. The best gear is available but the illegality of it means that those who have those pieces will only sell it to those who they trust. Or craftsmen will only make things for people they deem worthy, people with real flash. So that's a good option to limit them. The lasers are a rather extreme example of the problem. We are constructing a setting where for the most part it's 75 yards or less, heavy cover opportunities though. Gunfights in diners. The quickdraw at the fuel station ect. Hits are going to happen unless I only put in the game the absolute most incompetent boobs as enemies and THAT is not fun either! I mean in your description above one turn spent aiming meant a nigh guaranteed chance to hit.... so I'd have to make a world where nobody but the players ever aim. I really really really don't like the idea that in the core concept of the game is the idea that most attacks are just going to be instant death. That's not really fun at all. I'm glad people brought up characters can keep going until -5 times hitpoints. That's something that's going to really effect my decision making but after my battle experiments tonight I'm going to have to just start looking at completely changing the damage model if it pans out like eveyrone is describing it. Nobody actually likes insta death in a game as a general rule. If you roll in and the boss just.... smashes you and the fight is over the feeling is not excitement. Its outrage. Last edited by Colonel__Klink; 09-01-2022 at 05:25 PM. |
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#65 | |
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Join Date: Jun 2013
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Hit 1: 21 vs DR 30; no penetration Hit 2: 21 vs DR 29; no penetration Hit 3: 21 vs DR 28; no penetration Hit 4: 21 vs DR 27; no penetration Hit 5: 21 vs DR 26; no penetration Hit 6: 21 vs DR 25; no penetration Hit 7: 21 vs DR 24; no penetration Hit 8: 21 vs DR 23; no penetration Hit 9: 21 vs DR 22; no penetration Hit 10: 21 vs DR 21; no penetration So, even with the maximum number of hits, you're avoiding any injury from the first burst*. You'll want to duck behind some cover to let your shield recharge, of course - if you stay out in the open, your foes can start carving through your shield and causing you some serious injury. Use the Velocity option (which makes it only protect against beams and things moving faster than 100 mph) if you want melee attacks to bypass the shield. *Note I'm assuming an average damage roll here, which skews things a bit away from how things will actually work at the table when rolling damage - you'd probably end up suffering at least some wounds from the above burst, complements of some of the rolls being above-average, but you won't be reduced to ash like you would without that shield.
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GURPS Overhaul |
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#66 | |
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Join Date: Sep 2007
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MH does have pretty high-powered enemy monsters as well, so it's amped up all around. If Klink's setting has relatively weak vampires, they might not need those 400 points to have something left over. Or he could do the usual point-buy justifications for high-powered races, like "you're just a half-vampire so not as powerful", or "a weakling vamp that wasn't allowed to join their vampire games so you left to go hang out with the humans who think you're special judging by their puny scale". |
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#67 | |
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Join Date: Feb 2008
Location: The Athens of America
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After all if you are using Military Grade Weapons, expect Military Grade (30%+ casualty rate up to 90%+) Casualties. Edit: Course if I were thinking of this campaign I don't know if I would bother to aim...an Engineer: Combat/Demolitions skill and a backpack full of Claymores and all your problems just...go away. https://en.wikipedia.org/wiki/Claymore_mine
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman Last edited by Witchking; 09-01-2022 at 11:17 PM. Reason: Tactics |
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#68 | |
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Join Date: Oct 2019
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Enemy skill levels are also another way to calibrate lethality. Especially for a more cinematic game, it's not unreasonable for most enemies to shoot without taking an Aim maneuver. Actually, even for a more realistic campaign that's probably still true - Tactical Shooting suggests most enemy fire will realistically be Suppression Fire or even Shooting Blind. It's also true that most shooters are inexperienced - the average street thug would likely be rolling at default DX-4 to hit. For a stock DX 10 character, that's a base skill level of 6. Tactical Shooting has a handy table for typical skill levels that helps put things in perspective. Notably, it shows that beat cops, conscripts, and trained terrorists usually have no better than Guns-11. Professional soldiers, part-time SWAT officers, and federal agents might have Guns up to 13, while special operations soldiers are up to Guns-15. So while for a player Guns-12 might be modest, for an enemy in a cyberpunk campaign that might easily be above average. And since this is sci-fi we're talking about, there are all sorts of other ways to make yourself harder to hit. Optical camouflage, infrared cloaking, or just flooding the diner with smoke and switching on your hyperspectral visor so you can see clearly while your enemies are totally blind. Cover and concealment are always the best way to survive a firefight, and there are lots of ways to build on that at TL9+. |
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#69 | |
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Join Date: Feb 2008
Location: The Athens of America
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If you have an LC 3 pistol but do not have a liscence and get caught you might get a fine and/or a light sentance. If you have an LC 0 LAWS anti-armor weapon that there is no legal way to carry you are more likely to be noticed and you WILL get serious time if caught. A couple of NPC busts and trials (even mentioned as backround events) will make the players aware of the rules of the road. 'What happened to Fat Tony?' 'He is doing 20 upstate for strolling through the neighborhood with a 40mm pump action Grenade Launcher!' Looking at the point budget (250) my first thought was 'Buy Gunslinger'. So nice to eliminate all (or most of) those niggling penalties for 'shooting while doing a cartwheel' and 'fast reloading in the dark and in free fall'. Also Aiming is for peasants!
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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#70 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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It's worth pointing out to the OP that while the original 4e Gunslinger was underwhelming, it got improved in High-Tech and Gun-Fu, and those changes have been added to the latest edition of the Basic Set.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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