![]() |
![]() |
#61 | |
Join Date: Jun 2016
Location: Pisa, Tuscany, Italy
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#62 |
Join Date: Feb 2005
Location: Berkeley, CA
|
![]()
No. A heavier sling means more energy in the sling+projectile system, but the increase in energy is smaller than the reduction in efficiency.
|
![]() |
![]() |
![]() |
#63 |
Join Date: Jun 2013
|
![]()
Honestly, I don't think so either - they simply make them more competitive with bows. PC's are probably going to favor bows anyway - what I posted was basically the best sling configuration available against a fairly basic bow, so if you've got money to spend, you can get a much better bow (I think Reflex Bow is the overall best bow in Low Tech, and a Balanced Reflex Bow with Balanced Arrows is going to massively outperform that sling), although you're certainly going to pay a good deal for it. High ST will give slings a bit of an edge against armor, but the two will maintain their current relationship when it comes to softer targets (swing damage increases at twice the rate of thrust, but arrows have a x2 WM, so you're looking at comparable Injury). I think your slings would result in militaries tending to favor slingers over archers, due to the decreased logistical costs of maintaining the former over the latter, but there are still some sizable advantages to bows - they more seriously wound unarmored and lightly-armored targets (which probably represents the bulk of most infantry forces), you can pack your archers closer together for massed volleys, etc. And, of course, if you're willing and able to sink some more $ into them, you can get long bows, composite bows, or even reflex bows to arm your archers, all of which will outperform those optimized slings.
__________________
GURPS Overhaul |
![]() |
![]() |
![]() |
#64 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
![]() Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
![]() |
![]() |
![]() |
#65 |
Join Date: Jun 2013
|
![]()
This is true. That is probably going to be a bit on the OP side, although I'll need to take another look at LT to see how it compares to the various bows there, but Acc 3, +1 to skill (negating the penalty for being a Hard skill), and sw+2 pi is going to be hard to beat - indeed, at ST 10 and sw+2 pi, the Staff Sling's average Injury exceeds that of the Regular Bow against unarmored foes (5.17 HP for the bow, 5.5 for the sling). I also ignored the effects of hit location - hitting anywhere but the Face, Neck, and Torso (not Vitals) negates the benefits of the bow's superior WM (limbs and extremities treat pi, pi+, pi++, and imp all as x1; Vitals treats all piercing and impaling damage as x3; Skull/Eye treats all damage as x4), giving the advantage to the sling/sling staff.
__________________
GURPS Overhaul |
![]() |
![]() |
![]() |
#66 |
Join Date: Feb 2006
Location: Not in your time zone:D
|
![]()
Okay, so sling material will only be relevant in terms of durability/secondary uses (improvised kusari/ whip/ garrotte).
But I'll need to scale the slings up, from Basic ST6 to possibly 30ish*, and I can't remember which Book that's in. *speed of sling bullets - if ST6 might be 0.5 or 1oz at 100mph, what would ST30 x 8oz or 1lb be like? There are velocity reactive shields to consider and sling bullets might mean retconning the limits. Giant robots slinging squished cars sounds fun - thankfully not part of this setting.
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 06-10-2022 at 02:49 AM. |
![]() |
![]() |
![]() |
#67 | |
Join Date: Jun 2013
|
![]() Quote:
If you have High Tech, you can probably look to see what firearm with the same WM (pi, pi+, pi++) has a similar amount of damage, look up said firearm's muzzle velocity, and use that. You could also use Douglas Cole's spreadsheet - work up a sling bullet traveling at the maximum velocity that can get past your shields and see what damage it does; anything below that gets past the shields, anything above does not.
__________________
GURPS Overhaul |
|
![]() |
![]() |
![]() |
#68 | |
Join Date: Jun 2013
|
![]() Quote:
If anything going supersonic is blocked by the shields, then we can set the upper limit just below the speed of sound - let's go with 340 m/s. That gives us damages of 24.6, 38.0, and 65.7, respectively, which are right around 7d pi, 11d-1 pi+, and 19d-1 pi++*, respectively. As the equation is more-or-less linear with the square root of KE (which in turn is linear with velocity), for a different velocity you can just take my numbers, divide by 340, and multiply by the new velocity. Want anything faster than 100 m/s to be blocked? That's 7.2 (~2d pi), 11.2 (~3d+1 pi+), and 19.3 (~5d+2 pi++), respectively. *Part of me is tempted to just round these to 7d, 10d, and 15d, respectively, following SSR; the 100 m/s version would instead be 2d, 3d and 5d.
__________________
GURPS Overhaul |
|
![]() |
![]() |
![]() |
#69 | |
Join Date: Aug 2007
|
![]() Quote:
Velocity wouldn't go up much if any. It's be weight that made up all the energy increase. If you just _have_ to know an exact weight scale according to BL. That's 7 lbs for ST 6 and 180 lbs for ST 30 or 25x (rounded) heavier. It's much less likely that users are casting lead bullets for slings this heavy.
__________________
Fred Brackin |
|
![]() |
![]() |
![]() |
#70 | |
Join Date: Jun 2013
|
![]() Quote:
Running the equation from above in reverse, to get 1d+1 (4.5) pi with a 10 mm diameter bullet calls for 50.6 J of KE; for a 0.05 lb - 0.023 kg - lead glandes, that calls for a velocity of 66.3 m/s, or 72.5 yards/sec, or 148 mph. That's with ST 10 - higher ST means a higher velocity; in fact, given GURPS damage is close enough to scaling linearly with velocity (in fact, in GURPS collisions, it does), and every +4 to ST is +1d to damage, we cap out (at 3*MinST = ST 18) at 3d+1 (11.5) pi, which would correspond to 378 mph, or 185 yard/sec, or 169 m/s. Which is... pretty ridiculous, but then that's how ST-based damage rolls. *Running the above method, ST 6 is 1d-2 pi, which is an average of 1.67 - only around 55 mph. Although that still seems pretty quick for a character with such low ST.
__________________
GURPS Overhaul |
|
![]() |
![]() |
![]() |
Tags |
sling, training |
Thread Tools | |
Display Modes | |
|
|