04-25-2019, 12:21 PM | #11 | |
Join Date: Jul 2008
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Re: [Tactical Shooting] Breaking the rules
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Whether any of them are statted in a physically realistic way may be questionable, but there's certainly no reason that railguns can't produce velocities suitable to atmospheric operation even if the technology can also produce meteoric speeds.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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04-25-2019, 12:26 PM | #12 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Tactical Shooting] Breaking the rules
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Even if you never shoot automatic weapons and never have more than one targets to engage, it's still mechanically superior to make two RoF 1 targets at one target than roll once. Less chance of missing entirely and at high skill, better odds that both will hit, especially if you have a high Rcl weapon. Indeed, but even at TL8, technological night vision tends to be inconvenient and uncomfortable compared to superhuman Night Vision that has no Limitations or restrictions.
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Za uspiekh nashevo beznadiozhnovo diela! |
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04-25-2019, 02:00 PM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Tactical Shooting] Breaking the rules
Railguns have a lower max velocity than coilguns (railgun velocity is capped by friction with the rails, coilgun velocity is not), they just tend to be much more compact at the same energy levels. In any case, for atmospheric use you'd probably design either weapon to produce projectiles in the 1.5-2km/s range.
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04-25-2019, 05:36 PM | #14 | |
Join Date: Oct 2013
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Re: [Tactical Shooting] Breaking the rules
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The current plot has them trying to decide how they want to handle a situation where the city DA wants them to help arrest and prosecute some other super-powered characters who are murdering their way through local organized crime, which isn't a situation where absurd shooting abilities help - it's not even a place where their IQ 17 helps because you can't just make an ethics roll at -5 to decide what you should do. The payoff, of course, is that when they decide that someone should be shot, they get to look awesome doing it, and when the power-armored Nazis invade you get to have awesome gunfights with them on burning zeppelins. For the original question: A lot of tactical shooting, especially once you get to skill levels are at or near the mechanical accuracy of the weapons you're using (26-30ish), is about maintaining good situational awareness, defense, and mobility. - Special vision modes, either ESP or tech-based, are great. They let you engage enemies who can't detect you, and in the 'typical' GURPS TL10 a hit is either going to down a target or have no effect, so the first person to shoot either wins or decides to disengage. - There aren't a lot of advantages that explicitly improve situational awareness. 360 degree vision might be one, Fearlessness/ unfazeable might be another, compartmentalized mind might be a third. You might provide things that just give a bonus to Tactics to represent that, if you want it. - Defense, whether it's disrupting your opponent's shots via concealment and illusions, super-high dodge, or actual area-defense parry missile weapons, is nearly required for players. They are going to get shot at at some point, and see the earlier point about one hit taking things down. - Mobility, from the extreme Warp-based stuff to more 'mundane' things like clinging, enhanced move, and super jump, especially with stealth, are all very valuable for re-positioning, and re-positioning means being able to take shots without all of the penalties for cover, dodging, strong frontal armor, etc. None of these break Tactical Shooting, per se, but all of them change some of the assumptions that Tactical shooting makes about what is possible. Figure out what capabilities are available, and then work forward to figure out how they might be used. |
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04-25-2019, 08:18 PM | #15 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Tactical Shooting] Breaking the rules
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You have a good point about high recoil guns, though. That said, I'd be inclined to rule that the second attack has a penalty equal to the number of shots fired in the first attack multiplied by the weapon's recoil, because you're not taking any time at all to recover from that recoil. Quote:
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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04-25-2019, 09:52 PM | #16 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: [Tactical Shooting] Breaking the rules
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https://www.youtube.com/watch?v=30ZINwOSE0A Coilguns can be based on a design that propels a magnetic or ferromagnetic projectile, or that use induction in a conductive sabot to fling their projectile. The former runs into problems with the magnets getting saturated at high magnetic fields; so induction is probably the way to go for weapons. It is possibly you could get a muzzle flash from an induction gun. As the projectile leaves the gun, the sabot will have a current going around it. previously being crushed around the projectile from the magnetic forces in the gun, the self-forces of the current and its generated field will act to blow the sabot apart. As it separates, the EMF of the solenoidal current will cause arcing so as to resist the change in current, and the electrical arcs thus created could produce a visible flash. How significant this will be, I have no idea. I made a page on beam weapons using GURPS rules where I tried to apply real-life physics as much as possible. http://panoptesv.com/RPGs/Equipment/...eamWeapons.php The weapon descriptions include some aspects of how they would interact with Tactical Shooting. Luke |
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04-26-2019, 10:08 AM | #17 |
Join Date: Sep 2018
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Re: [Tactical Shooting] Breaking the rules
You can break tactical shooting pretty inexpensively with the right abilities. Most of the rules are dependent on maximizing trigger reaction time and reducing visibility to yourself as a target. Any ability that alters your perception, changes your point of view, allows you to see through obstructions makes a lot of those principals useless. If I can attack from above or at odd angles then rules about utilizing cover stop being relevant. If I have an area-of-effect power that slows your reaction time or blinds you then tactics for getting the drop on me are less effect or ineffective.
I don't have books on hand but I'd wager that for around 250pts I could build a character with a strong ability to detect people through walls and either jumper into their rear hex to shoot them or attack them in some other means that bypasses cover. |
04-26-2019, 10:31 AM | #18 |
Join Date: Aug 2007
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Re: [Tactical Shooting] Breaking the rules
It's Warp rather than Jumper for teleporting but no bet on the pts. Give Dai Blackburn from Characters 2 levels of Penetrating Vision and you're in business.
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Fred Brackin |
04-26-2019, 07:47 PM | #19 | |
Join Date: Oct 2014
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Re: [Tactical Shooting] Breaking the rules
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And that's despite writing (for exorcising my demons, not for publishing) stories where the main characters have mobility enhancements such as an enchantment that allows them to tank accelerations/decelerations (falls, jumping out of bullet trains...), have some telekinetic grapple that allow them to zip across the battlefield to just about anything that can support their weight within 50 meters, and one who so specializes in movement/close combat that she can could keep up with the Tour de France while on foot and in full gear, would absolutely explode the human speed record in full gear, has gear which grants her wall and ceiling clinging abilities, and is a headache to deal with because she's fast yet so light footed she's inaudible and can make use of just about any distraction to disappear behind the nearest piece of concealment. And despite loving XCOM EW/2 to death where a lot of the combat depends on positioning. |
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Tags |
military sci-fi, tactical shooting |
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