02-06-2010, 06:50 PM | #1 |
Join Date: Dec 2005
Location: Stockholm, Sweden
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Modifying Beam Weapons
I'm thinking of having a 'houserule' to have beam weapons with other rates of fire than those in UT available, basically having more shots per second but having a proportionally lower energy output per shot.
For example; High RoF version of a Semi-Portable Blaster firing 8d(5) 'bolts': The Heavy Blaster fires 8d(5) bolts at RoF 3 from a D-pack with 20 shots, the Semi-Portable Blaster fires 12d(5) bolts at RoF 3 from an E-pack with 50 shots. An E-Pack thus has power for 200 8d(5) bolts or 50 12d(5) bolts, so a 12d(5) bolt uses 4x as much power as an 8d(5) bolt. Could a Semi-Portable Blaster size weapon then be built to use 8d(5) bolts with the same energy output, meaning RoF 12, with the range of the Heavy Blaster (1,200/3,600)? Should it use the Acc of the Semi-Portable blaster or the Heavy Blaster? Is there some reason the change in RoF should not be proportional to the change in power output per shot? Last edited by Joel; 02-06-2010 at 06:58 PM. |
02-06-2010, 08:07 PM | #2 |
Join Date: Mar 2006
Location: Iceland*
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Re: Modifying Beam Weapons
Not that I can see.
It's all going to be based on best guesses anyway, so if your proposed modification doesn't trigger a violation of or SoD or that of your players, you're all good.
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02-07-2010, 01:23 AM | #3 | ||
Join Date: Dec 2009
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Re: Modifying Beam Weapons
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The theory, based on a mixture of GURPS and RL data: There's two major components of this kind of energy weapon: the "emitter" and the focal array. The "emitter" varies with the power(beam energy × ROF ÷ efficiency), while the focal array varies with the beam throughput(beam energy × ROF) and range/Acc. Efficiency is generally characteristic of technology and TL. So yeah, it's really that straightforward so long as you leave beam throughput and range/Acc alone. But you do end up with weapons that have a larger focal array than you'd expect for their beam energy. (GURPS generally assumes range/Acc is tuned to beam energy, which certainly doesn't fit the players in either of my two groups it's come up in. It might fit reasonable extrapolation of military doctrine.)
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02-07-2010, 07:54 AM | #4 | |
Join Date: May 2008
Location: CA
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Re: Modifying Beam Weapons
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02-07-2010, 09:27 AM | #5 | |
Join Date: Dec 2005
Location: Stockholm, Sweden
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Re: Modifying Beam Weapons
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So, to finish the example: TL 11 Rapid Fire Semi-Portable Blaster (Damage: 7d+2[5] burn, sur; Acc: 15; Range: 2,800/8,400; Weight: 70/Ep; RoF: 12; Shots: 200[5]; ST: 18M; Bulk: -8; Rcl: 1; Cost: $140,000; LC: 1) other examples: TL 11 Very Rapid Fire Semi-Portable Blaster (Damage: 5d+2[5] burn, sur; Acc: 15; Range: 2,800/8,400; Weight: 70/Ep; RoF: 30; Shots: 500[5]; ST: 18M; Bulk: -8; Rcl: 1; Cost: $140,000; LC: 1) TL 11 Rapid Fire Heavy Blaster (Damage: 4d+2[5] burn, sur; Acc: 10+4; Range: 1,200/3,600; Weight: 20/Dp; RoF: 15; Shots: 100[5]; ST: 10+; Bulk: -6; Rcl: 1; Cost: $40,000; LC: 1) TL 11 Rapid Fire Rainbow Strike Laser (Damage: 11d[3] burn; Acc: 18; Range: 50,000/150,000; Weight: 500/Fp; RoF: 20; Shots: 900[5]; ST: 27M; Bulk: -10; Rcl: 1; Cost: $250,000; LC: 1) Last edited by Joel; 02-07-2010 at 10:06 AM. |
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