07-19-2015, 11:10 AM | #1 |
Join Date: Jul 2015
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Ultra Tech setting with shotgun, handling range and armor
Hi, my first post on forum YAY!
Some of my friends and I play a ultra tech setting somewhere in starwars. I am currenly considering a new character and begun thinking about using a shotgun, perhaps a Gauss CAW 18.5mm from UT 142 However it got me thinking. How do I deal with strong armored foes? The typical stormtropper have DR 50 torso, DR 30 on arms and 20-10 on head. Not that we meet them often, however I would like to be able to do something beside running away in fear. I noticed that there is armor piercing rounds, however not allowed in Gauss weapons. and other shotguns already suffer from lesser dmg..... Secondly can I somehow modify the shotgun to get lowered range to take advantage of the Shotguns and Multiple Projectiles rules in B409 ? for a more easy hit without going 20 yards away from my enemy (asumed shotshells from UT154 ) I really dont know if it is a decent weapon choice in UT, however it could be fun, and I always wanted to try it out. Note: I might be making a HRD human replica droid that may also be a doctor for the other players (meetbags) there proberly are not a ton of points for weapon training. |
07-19-2015, 11:21 AM | #2 | ||
Join Date: Jul 2008
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Re: Ultra Tech setting with shotgun, handling range and armor
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You Are Warned. Quote:
That said, the classic anti-armor load for UT shotguns is the HEMP warhead from page 155. Takes DR 210 to stop it. Lowering the 1/2d range would require lowering the muzzle velocity of the weapon, and thus the damage. Note that this is allowed with no modification: p141 says that for EM guns "Ammunition velocity can also be varied, exactly as for a liquid-propellant slugthrower", and low velocity mode for an LP slugthrower halves range...but also damage, so that may not be helpful.
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07-19-2015, 11:23 AM | #3 |
Join Date: Oct 2008
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Re: Ultra Tech setting with shotgun, handling range and armor
A Hemp round should be sufficient overkill at 210 points of penetration against most lightly armored foes like that.
But overall the big benfit of the shotgun is the ease of hitting with shot at 135 pellets/second on lightly armored targets for a +7 to hit. But the 2d damage will not be enough if they have armor. But you can get a rof of 15 on the HEMP rounds too for +3 to hit.. for a LOT of small explosions all over the place form the high number of missed rounds.. so autofiring those in a place with burning materials/explosives/civilians gets messy... You should really have enough strength to carry a lot of ammunition, carry a lot of ready loaded clips and have fastdraw ammo. Shotgun ammo in the quantities that an autofiring weapon will chew through is heavy. |
07-19-2015, 11:45 AM | #4 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Ultra Tech setting with shotgun, handling range and armor
At TL10, an 18.5mm APHEx round can nearly bring down a starship. There are so many choices of ammunition type for a shotgun, other than shot—in a game with commonly-encountered armor, there's never a good reason to use shot.
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07-19-2015, 11:48 AM | #5 | |||
Join Date: Oct 2008
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Re: Ultra Tech setting with shotgun, handling range and armor
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Overall I would carry a LOT of hemp ammo.. and for even less Star Wars feel homing ammo is always good.. :) |
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07-19-2015, 12:19 PM | #6 | |
Join Date: Jul 2008
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Re: Ultra Tech setting with shotgun, handling range and armor
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Also, 18.5mm fragmentation is really weak, so your 'low armored' targets had better be very, very low armored!
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07-19-2015, 12:43 PM | #7 | ||
Join Date: Oct 2008
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Re: Ultra Tech setting with shotgun, handling range and armor
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And art say RCL 2, low range and +3 for rof and +4 for ground you are getting fairly many hits and couple of close misses(<5 yards) As in "uuh I use double/half the power and the weapon kicks as much?" Quote:
For any type of armor on enemy you need to use a weapon with any sort of penetration and get a hit. There are a very few things that fall in the category: "reasonable chance to damage with 2d and and unreasonable with 1d as UT armors go". In low tech settings there is a huge difference between the two as many LT armors are in the 5-8 DR range, but in UT even the 2 lb TL 9 Reflex Vest has DR 12. |
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07-19-2015, 04:50 PM | #8 |
Join Date: Jan 2006
Location: Central Europe
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Re: Ultra Tech setting with shotgun, handling range and armor
Two things which make it complicated are that heavy weapons have MORE POWER while smallarms seem about as effective as 1930s firearms (maybe with more armour penetration), and that the movies probably use a Mook rule so after the boarding scene in A New Hope stormtroopers die whenever they are hit. In the end, if it feels right to faitfull and his group it is the right GURPS interpretation.
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07-19-2015, 05:03 PM | #9 |
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Join Date: Mar 2012
Location: far from the ocean
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Re: Ultra Tech setting with shotgun, handling range and armor
I think he's thinking of commonly encountered jedi.
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07-19-2015, 05:19 PM | #10 |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: Ultra Tech setting with shotgun, handling range and armor
HEMP and APEX rounds as previously mentioned are very useful. Also, consider the smartbaton rounds: they may not hurt anyone in armor, but when you knock a guy 5yds away from where he is standing, it's quite effective.
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Tags |
range, ranged modifier, shotgun, ultra tech, weapon |
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