05-15-2021, 02:45 PM | #1 |
Join Date: Nov 2013
Location: near Seattle WA USA
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physical simulation in various weapons rules
Question for weapons gearheads:
I just got the T4 CD, and I see that it includes an edition of Fire, Fusion, and Steel and lots of other good stuff like the Milieu 0 setting (which was the main reason I bought it). Of course I have lots of GURPS books, including Vehicles 2 and most or all GURPS Traveller books. So, if I'm looking in terms of physical simulation (as opposed to things like ease of use), which sources most accurately represent weapons that conform with real world physics, particularly real or plausible slug-throwers? - The T4 FFS rules - Rules from another Traveller edition - GURPS Vehicles 2 - Some other GURPS edition (All I have of 4th are the core books.) - Some other game altogether I know that a weapons gearhead in this group made a spreadsheet that goes beyond Vehicles 2 in physical simulation; I probably still have a copy of it somewhere, but wouldn't mind a fresh link. That's probably the right answer if the answer is in GURPS territory. Obviously when it's time to make the final translation from physics to game rules (to-hit dice and hit point damage) the simulation diverges from pursuit of physics to pursuit of game play. So I'm only asking about the portion that remains in the physics domain. |
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weapons physics |
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