12-02-2007, 02:55 AM | #11 |
Join Date: Jun 2006
Location: Twin Cities, Minnesota
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Re: HIGH-TECH-Arrived-Gun Damage
I thought that the GURPS stats were derived from real world weapon stats as best as possible with 'standard loads', like what a significant performance or safety trail yielded that could be used for a large swath of weapons.
I recall one of the GURPS blogs/sites where one of the author goes into detail on how to first get close to these numbers uses velocity and bullet load and whatnot, then by taking a estimation of that rounds grain and bullet being bale to modify those numbers to find the max capabilities of the weapon through overloading and what not. Quite an amazing write up, sad that I didn't bookmark it. Obviously comparisons between generic weapons (though perhaps having calibers or family models) and specific weapons from manufacture specs or other trails is going to differ. It seems the comparisons between various weapons, various ammunitions, people being hit, various locations and circumstances they were hit is futile at best. Other than that the weapons have the tendency wound and slay people effectively.
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12-02-2007, 10:00 AM | #12 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: HIGH-TECH-Arrived-Gun Damage
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I can answer a few of your questions, however. The .45ACP reference bullet is fired typically from the M1911 style pistol, which has a five inch barrel. Many, but not all, .40S&W numbers are fired from much shorter barrels, as they go into compact pistols. Fired from a five inch barrel, like the .45ACP, the 180gr bullet at just over 1000fps rates 2d+2 in GURPS. If you look through particular weapons tables, you'll find compact .40S&W guns often lose a point or two of damage. In fact, at 127mm barrel, MY numbers, which aren't those of high tech, give EXACTLY 9pts of damage (2d+2); losing even 1mm of barrel moves it down to 2d+1, and out of a 76mm or smaller barrel, will only get 2d. As far as being better than the .45ACP, within GURPS granularity of where the pi vs pi+ falls (.40 or 10mm), them's the breaks. If you wanted to, you could give the .40S&W a wound channel mod of 1.2, and the .45ACP 1.5, but in GURPS terms, the .40S&W and even more so, the 10mm Automatic are JUST BETTER than the .45ACP. As far as the .45GAP, with a shorter but stronger case, you can use more energetic powder to push the bullet to equivalent velocities. The .45ACP is only a 17,500psi cartridge; the 9mm is 32,500psi, and the .357M and .40S&W are 35,000psi. If you used a high pressure cartridge like those, you wouldn't NEED a long case to get equivalent or even slightly superior performance out of a 230gr projectile! The .357SIG cartridge fires a 125gr bullet approaching .357Magnum speeds. This is an excellent round for penetration, which is what GURPS damage numbers primarily represent.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 12-02-2007 at 10:57 AM. |
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12-02-2007, 10:11 AM | #13 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: HIGH-TECH-Arrived-Gun Damage
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This, by the way, is often the case; there is seldom, if ever, more than a little bit of difference in GURPS terms between most of the common factory loads. Much, but not all, of the velocity gain is just due to the lighter bullet, and in GURPS, constant KE gives constant damage, all other things being equal. Quote:
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 12-02-2007 at 11:10 AM. |
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12-02-2007, 10:16 AM | #14 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: HIGH-TECH-Arrived-Gun Damage
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The primary incapacitation methods are (1) brain and spinal cord damage; (2) tissue destruction that leads to massive and rapid blood loss, (3) structural bone damage that leads to inability to move, and occasionally (4) temporary expansion cavity (mostly present in high velocity rifles) can press up against nerve clusters and cause a short seizure-like behavior. That's about it. "Ballistic shock" is pretty much a myth, and most tissue is very, very resistant to true shock waves. The temporary expansion cavity thing is really interesting, in a squicky way. The temp cavity isn't worth much unless you hit inelastic tissue or you get fragmentation. BUT, with some larger rounds, like the 7.62x51mm NATO round, the temp cavity can be the size of a volleyball. This can press up against the spine, sending random nerve pulses everywhere. This can cause knockdown and a few seconds of incapacitation even if the overall wound is not incapacitating by (1-3) factors above.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 12-02-2007 at 11:13 AM. |
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12-02-2007, 10:46 AM | #15 | ||||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: HIGH-TECH-Arrived-Gun Damage
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Note that this is quite different from "how bullets punch through solid, homogenous objects," and it is THIS quantity that GURPS damage numbers most accurately reflect. The true (and I hate to use this phrase) 'stopping power' of these weapons can only be assessed once you apply the wound channel modifier, which gurps calls "bullet size modifier." That there are only two steps, {1} and {1.5} means that some artifacts of effectiveness will creep in. The .45ACP in more detailed numbers does 2d{1.5} from a 127mm barrel; the .45GAP, firing a 200gr .45 caliber bullet at 300m/s gets 2d+1{1.5} from a 117mm barrel. The .40S&W should properly get 2d+1{1.2} from a 102mm barrel. or 2d+2{1.2} from the full five inch barrel (like in a Beretta M96). So the .45ACP is 0.6pts of INJURY superior to the 180gr .40S&W, but 2pts worse PENETRATION; this matches reality fairly well. Toss in bullet placement and randomness, and the two will be fairly indistinguishable, again, matching reality - in truth, all handgun bullets are fairly ineffective killers. Thus springs the maxim, "if it's worth shooting, it's worth shooting twice." Quote:
Many (not all) of the issues with the 5.56x45mm rounds has been coming from the Army's habit of issuing very short barrel rifles to the troops, combined with the M855 SAP ammunition and higher rates of barrel twist in the rifles. These bullets do not yaw and fragment as reliably in flesh as the older bullets, and if a .223 doesn't yaw and fragment, you either hit something vital, or you get a .22 caliber hole which doesn't do much. However, with a proper size barrel at engagement ranges up to 150yds, the rifling twist and SAP round don't matter much, and you get a lot of dead bad guys. Quote:
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12-02-2007, 10:56 AM | #16 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: HIGH-TECH-Arrived-Gun Damage
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.40S&W is, very definitely, a better PENETRATOR than .45ACP. .45GAP, much less so, as all things being equal (meaning same launch platform), it's a faster round. Here are the stats used, I believe, to calculate the relative damages: From a 5" barrel: .45ACP: 230gr at 245m/s (805fps): 2d{1.5} gets pi+ in GURPS .45GAP: 200gr at 305m/s (1000fps) 2d+1{1.5} gets pi+ in GURPS .40S&W: 180gr at 313.5m/s (1030fps): 2d+2{1.2} gets pi+ in GURPS I don't think anyone would argue that the last two rounds, which differ by only 25J in energy, aren't well reflected as better penetrators than the 2d .45ACP. The math works out that the .40 ekes over the line to 2d+2 by just a little tiny bit, so if it really bugs you, make it 2d+1 for most weapons with 3-5" barrels. the real issue is that everything from .40 on up in reasonable handgun calibers gets pi+, while in reality, the cross-sectional area of the .45 is quite a bit larger than the .40. so unless you want to deal with calculators at the gaming table, the .40 (and even more so the 10mm) at TL8 is simply a better round than the .45ACP from TL6. In fact, if we didn't have all the real numbers in front of us, and a hundred year history of people asserting the glory of the .45ACP over the hydrogen bomb in terms of effectiveness (I kid, I kid), we'd be mad as hell that a TL8 pistol gets LESS damage and effectiveness than a TL6 one! Can you imagine the howls of outrage if that would have showed up in Ultra Tech? "What do you mean that the TL11 Murtilizer does LESS damage than the TL9 Murtilizer?! What were they DOING for those tech levels?"
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12-02-2007, 12:06 PM | #17 |
Join Date: Jul 2007
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Re: HIGH-TECH-Arrived-Gun Damage
I didn't save the link, but some time ago, while looking for ways to calculate damage from MV, barrel length and bullet size, I came across an article (found via Google) that cited several studies that stronly suggested that ballistic shock (ie: from the bullet shock wave) was not a significant factor in the increased destructiveness of high powered rifle rounds. What is, however, is bullet re-orientation. Apparently, while bullets travel point first through mediums like air, when they hit something like flesh, they re-orient themselves to travel butt-first. In other words, the bullets spend a portion of their time moving through flesh sideways
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12-02-2007, 12:24 PM | #18 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: HIGH-TECH-Arrived-Gun Damage
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12-02-2007, 12:58 PM | #19 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: HIGH-TECH-Arrived-Gun Damage
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Guidelines for bonuses to Intimidation and whatnot would be welcome, but not really appropriate to a discussion of whether the stats of the various GURPS weapons are either an exact match, a playable abstraction with some regrettable artifacts, or flat wrong. In many cases the match is excellent; in almost all others, you have either playable abstraction, or what would otherwise be an exact match but nudged in funny ways due to rounding conventions.
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12-02-2007, 01:57 PM | #20 | |
Join Date: Aug 2007
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Re: HIGH-TECH-Arrived-Gun Damage
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Primarily seen in things the size of prairie dogs but I suppose it could be scaled up. A 20mm frangible bullet at over 4000 fps seems about right for a human-sized target. Fred Brackin |
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guns, high tech, high-tech |
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