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Old 04-23-2023, 01:11 AM   #13
GURPS Fox
 
Join Date: Jun 2020
Default Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition

Quote:
Originally Posted by Fred Brackin View Post
To e a little less technical about it but to look at firearms history we see that recoil is heavily dependent on gun weight.

To handle the recoil of a .30 caliber rifle cartridge takes the weight of a BAR (17 to 22 lbs empty depending on model). When they first tested the much lighter M14 (10.9 lbs empty) on full auto from a standing position the recoil left the gun vibrating very heavily (high Gurps Rcl) and the user walking backwards. The very similar FN-FAL couldn't be comtrolled from a standing unbraced position and historically such weapons were not used full auto in such a manner.

That might already be something like our cyborg skid but if you put rounds of that power in an 8.8 lb Uzi things would obviously be even worse. It would at least cancel out the effects of the cyborg weight and ST increase.
Yeah, I actually figured as much. It would also explain why 'PDWs' in the Ghost in the Shell meta-verse utilize intermediate cartridges instead of high-velocity pistol rounds.

So, to push a -assumed- 100kg 'borg wearing sneakers a foot on wet concrete, you'll need 735 N (or, for those using moon-landing units, 165.23457374515561 pounds-force) of force. With 20 rounds being fired, that ends up having each round having 36.7 N (or, for moon-landing unit users, 8.250488240064232 pounds-force) of recoil (hence the double 7.62NATO comment). To give you an idea of just how over-loaded these rounds are, a 9mm Parabellum only gives 3.7 N (or, 0.831793092322552 pounds-force) in terms of recoil. That requires sending such a round at tremendous velocities (well above 1km/s minimum, though some calcs indicate that this can go as high as 11km/s, everyone agrees that's just plain insane as no conventional propellant can achieve such velocities).

That's pretty hefty, no matter what you say about it.
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