|
|
|
#51 |
|
Join Date: Jul 2006
|
I seem to recall a lot of "exploding" bullets were actually what we would now call self-fragmenting - back drilled and loaded with mercury IIRC, so that they expanded on impact.
|
|
|
|
|
|
#52 | |
|
Join Date: Jan 2006
Location: Central Europe
|
Quote:
On the balance, I think something similar to the Fragmentation rules would be best for these munitions (and this use of high-rate-of-fire weapons such as MGs or a whole battalion of bolt-action rifles), but you would want to tweak the math for weapons which scatter projectiles in a cone rather than a sphere.
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 09-06-2023 at 11:29 AM. |
|
|
|
|
|
|
#53 |
|
Join Date: May 2007
|
It seems fairly simple to me. Draw a cone for the area potentially affected, then use the fragmentation rules as normal to determine how much shrapnel hits each person therein.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 09-06-2023 at 11:35 AM. |
|
|
|
|
|
#54 | |
|
Join Date: Jan 2006
Location: Central Europe
|
Quote:
We already have one person who thinks that the Fragmentation rules may be too generous for low-tech projectiles which were not scientifically designed to break into many fragments just big enough to disable.
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 09-06-2023 at 11:41 AM. |
|
|
|
|
|
|
#55 |
|
Join Date: Nov 2004
|
The ones I was reading about were definitely explosive; they were intended for shooting ay caissons and other battlefield ammunition stores.
|
|
|
|
|
|
#56 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
The fragmentation rules generally scale a bit wrong -- it's too likely to hit at long range, too unlikely at short range -- and using them for area fire with bullets would have the same problem.
A reasonably realistic formula for whether area fire hits targets in the area is that the hit chance is 9 + (2x SM of target) + (SM for projectiles fired) - (2x SM of area). |
|
|
|
|
|
#57 | |
|
Join Date: May 2007
|
Quote:
EDIT: As I understand it, if the fragmentation rules are too generous for low-tech explosive projectiles, it's simply because said projectiles produced fewer fragments than the ones GURPS is used to modeling. It should be simple enough to resolve this by reducing the base chance of a fragment hit (i.e., the effective "skill" rolled against), without needing to completely rewrite things.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 09-06-2023 at 12:20 PM. |
|
|
|
|
|
|
#58 | |
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
|
|
|
|
|
#59 | |
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
Part of this is a problem with the rapid fire rules - they assume that lots of shots/fragments in the air both increases hit chances and increases the number of hits you'll take, and this is correct sometimes, but not all the time.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
|
|
|
|
|
#60 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
In general I'm not that worried about the number of hits being wrong, other than the annoyance of rolling it, because if five hits didn't take the target down it's probably impervious and twenty hits won't either.
|
|
|
|
![]() |
| Tags |
| artillery, gunpowder, high-tech, low-tech |
|
|