Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 12-13-2020, 09:52 AM   #9
Fred Brackin
Join Date: Aug 2007
Default Re: [Vehicles] How big should a self-destruct be?

Originally Posted by DataPacRat View Post

Is anyone up to enlightening me on how GURPS converts mass-of-antimatter to explosive-force-equivalent, and thence to damage-rolls?
4e is more accurate in that it has antimatter doing little Concussion or even Explosive Burning damage. What antimatter does give you is gamma rays and you only get conventional explosive damage from the surrounding matter that the gamma rays ionize.

You'll get that from big antimatter charges in atmosphere that ionize all the air in 750 yards or more. You won't get it in space. If you use enough antimatter (with a hard to determine value of "enough") you will eventually ionize all of your space probe in addition to filling surroundign space with a huge quantity of toxic rads in a very inefficient process.

Small quantities of antimatter have almost no utility in mining..

Try Plastex B instead.
Fred Brackin
Fred Brackin is online now   Reply With Quote

3rd edition, antimatter, self destruct, vehicles

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump

All times are GMT -6. The time now is 02:20 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.