05-12-2014, 06:15 AM | #1 |
Join Date: Jul 2013
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Ultimate equipment for a Supers campaign.
I'm trying to put together a heroic normal character at the moment for a Supers campaign. His major 'super' power is going to be high levels of wealth, basically arbitrarily high in that he can afford the best equipment money can buy. The problem I'm having is what actually is the best equipment money can buy?
The character's sort of a Punisher style combatant, mainly using guns and such like. But I do have access to enchanting to give my gear a boost. I'd like the enchanting to be more of a sideline though so I'm not going to give him armour with all of the attribute boosting spells permanently enchanted into it. But I will give him full level Deflect, Lighten and Fortify enchants, and Penetrating Weapon + Puissance on his weaponry. But whatever he can achieve through mundane gear he will achieve through mundane gear. So what weaponry do you think is the best at TL8? Including quality modifiers, ammunition types, etc... For both ranged and melee weaponry. What other equipment would you pick up? Three-Point Sling, Load Bearing Vest, Tactical Headset, etc... You don't have to pay much attention to the character concept, I'm intrigued to see what the collective imagination of the Forum-dwellers can achieve. Just restrict options to realistic TL8 technology, I'm aware increased TL can exponentially increase the power of a high wealth character, but I don't want it. |
05-12-2014, 06:40 AM | #2 |
Join Date: Sep 2006
Location: SF Bay Area, CA
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Re: Ultimate equipment for a Supers campaign.
Take a look at B345 and just buy all of your equipment at Fine (or better) quality.
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05-12-2014, 06:52 AM | #3 |
Join Date: Jun 2006
Location: On the road again...
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Re: Ultimate equipment for a Supers campaign.
I'd probably go with a pistol for a sidearm; an assault rifle, assault carbine, or sub-gun as the primary weapon; a second carbine or sub-gun as a backup weapon; a ballistic tactical vest with trauma plates; laser sight on the primary weapon, tactical flashlight mounted on the weapon barrel, and underbarrel shotgun for CQB. A combat knife (large knife stats) always works for a melee weapon, though I'd probably look at superfine or vibroblade in its construction just because supers tend to have innate DR.
The ammo should probably be AP or APHEX rounds. Personally, I'm fond of AP-HPF (3e's Ultra-Tech called them APHP) for supers games, a dual-purpose armor-piecing hollow-point frangible round sold in .40S&W and wider rounds; those would run the same basic price as AP rounds. Many players would go for APEP rounds, which cost 10x the standard price. Also, I'd look at advanced sights for any helmet you have, with a TL9 thermograph or multispectral visor. Belt pouches with plastic explosives, smoke bombs, etc. are also useful. Don't overdo the pouches, though, unless you're going '90s Anti-Hero with this guy (if you do, be sure to add oversized shoulderpads to the outfit ^^; ).
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 05-12-2014 at 06:55 AM. |
05-12-2014, 07:26 AM | #4 | ||||
Join Date: Jul 2013
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Re: Ultimate equipment for a Supers campaign.
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05-12-2014, 08:04 AM | #5 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Ultimate equipment for a Supers campaign.
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APEP is in Ultra-Tech, p. 152. A round from High-Tech that might work for you, though, is the APHEX (Armor-Piercing High Explosive). As for the specific models... oh hells, there's all kinds. I'm personally fond of the M1911 and either Ingram MAC10 or Thompson M1 (Tommy Gun), all in .45 ACP so they can share ammo, but the AR15/M16/M4 family of weapons is popular as a main weapon throughout the western world, or the AK-47/AK-74/AKM series in the Eastern and Third World countries.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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05-12-2014, 08:45 AM | #6 | ||||||
Join Date: Jul 2013
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Re: Ultimate equipment for a Supers campaign.
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05-12-2014, 08:46 AM | #7 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Ultimate equipment for a Supers campaign.
Your best choice for a pistol might be the H&K USP in S&W .40 (HT102), paired with a H&K UMP in S&W .40 (HT126) as a submachine gun. I don't really recommend carrying back-up guns, since they're rarely used, but the Kahr K40 (HT103) is a good choice.
For a shotgun, the Benelli M3T Super 90 (HT106, under Benelli M1 Super 90) is a good choice if money is no object. Load up with weird shotgun shells for emergencies - HT and Monster Hunters have extensive lists of options. For a long arm, as noted, the Springfield M14 is a good choice - probably in the RIA M21 version (HT115). Leave an Accuracy International AWM (HT118) in your vehicle for long ditsance sniping, and a Barrett M107 (HT118 under Barrett M82A1) for dealing with villains in powered armor. The Barrett fires .50 BMG, so you can get some pretty exotic bullet loads if necessary - APFSDSDU is theoretically possible, though realistically the gun's rifling would wreak havoc on the fin-stabilization. You probably don't need anti-tank rockets or recoilless rifles, but getting an H&K AG36 (HT144) grenade launcher specially adapted for your rifle is a good idea. The good ammo here is your choice of Camera, HEDP-Extra Powerful, Gas, or Net, depending on who you're fighting and whether you need to capture or destroy. As far as further customization, buy all the pistols as Fine (Accurate) and the longarms as Very Fine (Accurate), get Tritium Reflex Sights (HT156) for everything but the sniper rifles, and integral targeting laserse (HT157). You might also want sound supressors, depending on how much you intend to snipe silently versus run and gun. Unless you're a Gunslinger, in which case put enormously huge baffle suprressors on everything that you don't want to conceal since you ignore Bulk in combat.
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05-12-2014, 08:58 AM | #8 | |
Join Date: Aug 2007
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Re: Ultimate equipment for a Supers campaign.
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For example, in a basic 9mm semi-automatic pistol do you choose between the Glock 17 or the Sig 226? Both come with the Very Relaible footnote straight from the factory. The Glock is lighter, cheaper and holds 17 rounds compared to the SIG's 15. Unless you get aftermarket magazines. Then the Glock holds 19 and the SIG 20. The real world features of the SIG that appear to be desired by some users such as manual safety and decoking lever have no truly significant game effect in Gurps. Flip a coin. That said, if you want to lock at which guns hit the breakpoints go with the Glock 22 with the LAPD load from Tactical Shooting. You'll have to resign yourself to shooting only unarmored targets but you'll get 2D+3(0.5) P++. That's an average of 20 pots of wounding which gives you a survival Rol that smaller calibers or weaker ammo doesn't. You could pick some weapon that had some small advantage in each category if you knew which advantages you were looking for. They'll be small advantages though.
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Fred Brackin |
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05-12-2014, 09:36 AM | #9 | |
Join Date: Jul 2013
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Re: Ultimate equipment for a Supers campaign.
First of all thanks mlangsdorf for a a very thorough post (thanks in particular for the page references), I've just got a few queries, most of them probably stem from my lack of knowledge, so bare with me. First of all, why pick the H&K UMP over the Kris Super V? The H&K has a very slight edge in damage and range, but the Kris Super having Rcl 1 seems to be an absolutely huge factor. Second, why choose the Benelli over the Daewoo USAS-12? Apart from weight the Daewoo is better than the Benelli in every way. Though admittedly the weight may be an important factor. The basic Springfield M14 seems better than the RIA M21 variant since you can recreate all the benefits of the RIA M21 with the basic version and still maintain the RoF 12. And finally, doesn't the Barrett make the AI AWM rather pointless, especially if your going to keep it in a vehicle since it seems to do the sniping job better.
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05-12-2014, 11:44 AM | #10 |
Join Date: Aug 2007
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Re: Ultimate equipment for a Supers campaign.
You've mentioned having enchanted items and this actually changes some of your best choices.
For example, if you want a shotgun your best choice is actually the Lefever 10G from HT. Why? Because it's the best of the double-barrels. Why do you ant a double-barrel? Because you're going to max out Fast-Draw(Ammo) with the Double Loading Technique and the Quick Reload Perk from Gun Fu. Then you put a pair of shell holders on the butt of the gun and Enchant them as Cornucopias. You'll have a never-ending supply of ammo and with your Skills/Perk the ability to reload in just one second. You're definitely off to a good start come the Zombie Apocalypse. Then you add more enchantments. +1 Puissance to bring you to a nice 2D per pellet and Penetrating weapon to keep light armor from stopping your attacks. The piece de resistance would be Flaming Missiles. Not only do you get the +2 damage to each pellet but firing double-barreled flaming shotgun blasts ought to be give you good bonuses to your Intimidation skill. :) Is this absolutely the best possible combo of weapon, skills, perks and magic? Maybe not. A .600 nitro double rifle would do more damage in one chunk while still giving you the never-ending ammo trick. It's got style though. Loud, violent, excessive style but superheroes with guns usually don't do subtle. Consider other cornucopia items too. Take a $20 MKIII concussion grenade and spend 1000 energy on cornucopia and you can have a Pouch of Endless Grenades. Wouldn't that be everybody's favorite magic item?
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Fred Brackin |
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