11-06-2023, 11:33 AM | #61 | |
Join Date: Aug 2007
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Re: supers: nine options
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The hierarchy can be expressed simply in metric starting with 7-8mm rifles and machineguns. Then going up to 12.7 to 14.5 mm heavy machineguns. Above that are 20 to 40mm autocannons (still autofiring like machineguns). The very earliest WWII start out with 37 to 40mm non-automatic cannons though these are quickly replaced by c. 75mm guns (and not al tank guns of those approximate calibers are created equal). Setting aside the way tank armor varies by aspect (front, rear, etc) because some systems won't handle that Tanks start out being protected from heavy machineguns and then 37-40mm autocannons. Even later tanks are somewhat vulnerable to 75mm guns and no normal WWII tank can really resist a c. 90mm gun. .
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Fred Brackin |
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11-06-2023, 12:43 PM | #62 | |
Join Date: Sep 2007
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Re: supers: nine options
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And then there's weirder cases; the German 37mm anti-tank gun had a HEAT warhead that was really a giant rifle grenade, as it was larger in diameter than 37mm. Kept the old inventory relevant for a bit longer, I guess. There were lots of vehicle-mounted guns larger than 90mm. There was a 105mm Sherman, for instance, or all those Soviet assault guns with bore size in their name -- SU-100, SU-122, SU-152 - built on the T-34 or KV-1 chassis. A lot of these guns were relatively low-velocity howitzers, though, rather than high-velocity guns designed for use with AP ammunition on MBTs, so they tended to use HEAT as better for those guns when used in the anti-armor role. So, feel free to discount them as "assault guns" rather than "tanks", especially since most of these were jamming the biggest gun they could onto an old chassis, so wound up using casemate mounts instead of turrets. But while valid, that might be a bit of a technical fine point to the player of the low-level super that just got hit with the big HEAT round. If the goal is to be invulnerable to heavy armored vehicles encountered on the WW II battlefield in the game (or game's backstory), as opposed to just "tanks", then those HEAT rounds might need to be considered when choosing the toughness for Mr. Invulnerable. |
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11-06-2023, 12:52 PM | #63 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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Bill Stoddard I don't think we're in Oz any more. |
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11-06-2023, 02:06 PM | #64 | |
Join Date: Jun 2006
Location: Earth, mostly
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Re: supers: nine options
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If you break the laws of Man, you go to prison. If you break the laws of God, you go to Hell. If you break the laws of Physics, you go to Sweden and receive a Nobel Prize. |
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11-06-2023, 02:15 PM | #65 | |
Join Date: Aug 2007
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Re: supers: nine options
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Because of the armor divisor of 0.5 you'd actually get better penetration with simple solid shot but even the simple HE round does 94 pts of penetration with 4x that much tissue damage plus the 52 pt explosion and the 13 pt fragments. It was probably a close hit for the Concussive explosion and the fragmentation damage that they were probably thinking of there is no doubt you could find even Golden age art of Superman taking one right on the chest. The rifle/machinegun damage would be 26.5 in Gurps with the 75mm explosion being 52.5 Cr ex with your DR target probably being somewhere between the two.
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Fred Brackin |
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11-06-2023, 02:58 PM | #66 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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I'm not looking for characters at the level of even the 1938 Superman. My take would be that if someone like that was around, they would be at the top end of the superpowers distribution. Player characters would have just one ability at their level, or a few lesser abilities. Even in 1938 you couldn't call Supes "streetlevel."
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Bill Stoddard I don't think we're in Oz any more. |
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11-06-2023, 05:10 PM | #67 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
I wonder how much of that is just a case of "the option doesn't even exist and therefore I don't have to think about it". A lot of the complexity of both Champions and GURPS comes from making the system able to handle unusual options without just handwaving.
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11-06-2023, 08:00 PM | #68 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
I haven't tried AP before. But I've run three campaigns in Big Eyes Small Mouth: one classic Western fantasy (set in Middle-Earth, in fact), one fantasy with a lot of anime flavor, and one science fiction (set on Barrayar). In all three cases, I could get through character design a lot faster than in GURPS; where in GURPS I might design one or two characters for a scenario, in BESM I had a big stack of characters waiting to be used. And yet I never felt that I was being deprived of options.
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Bill Stoddard I don't think we're in Oz any more. |
11-06-2023, 08:43 PM | #69 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
Honestly, I do consider the level of detail of both GURPS and Champions to be unnecessarily high, but it's also possible to play them at a much lower detail level by just choosing to ignore a lot of stuff. For example, I'd probably do all your sample characters using GURPS Lite plus one power, as they're all quite straightforward.
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11-06-2023, 09:10 PM | #70 | |||||
Join Date: Jun 2010
Location: Alsea, OR
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Re: supers: nine options
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https://preview.drivethrurpg.com/en/...tem-Core-Rules |
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