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 04-23-2023, 06:10 AM   #14
Varyon
 
Join Date: Jun 2013
Default Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition

Quote:
Originally Posted by GURPS Fox View Post
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.
As a note here, a 9mm bullet typically has a velocity around 350 m/s, and GURPS firearm damage typically scales linearly with velocity. So, determining what velocity would be required for that amount of recoil force will give you your damage. 1050 m/s (just above that 1 km/s minimum) would be 3x damage (as 9mm typically does 2d+2, that's 8d-1); 10,850 m/s (just below that 11 km/s maximum) would instead be 31x damage (80d-1).

Of course, I'll note that, if you're basing the "recoil pushback" off the garbage truck scene from the 1995 movie, I'm not certain that guy was a full body cyborg. He obviously had a neural interface (couldn't have had his brained hacked otherwise), and his jumps imply some leg enhancements, but I don't recall any indicators that he was extremely heavy (Motoko breaks off pieces of a building while scaling it in the scene, and severely dents the roof when she lands on it; he rocks some small boats when he jumps on them, but then a human of ordinary weight would similarly rock them when jumping off and landing from a few meters' height). Changing him to be of comparable weight (or perhaps a bit heavier) than a normal human will tone down the amount of power those bullets would need.

All that said, it's also important to keep in mind that GitS is rather cinematic; while I don't recall if it happens in the movie, it seems to be the kind of setting where someone would get thrown back a few yards from a point-blank shotgun blast. So you could interpret the recoil pushback to just be indicative of more recoil than normal, not that it would literally have enough recoil force to push the character back like that.
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote
 

Tags
firearms, gurps 3e, rounds


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 06:26 AM.


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