04-22-2023, 03:01 AM | #1 |
Join Date: Jun 2020
|
How to Stat Ghost in the Shell Style Hypervelocity Ammunition
So, I've been working on a few settings. One of them has Ghost in the Shell style HV/hypervelocity ammo (which, when loaded into a 9mm Uzi, can cause massive deformations on an armored van and push a cyborg back a good foot, please note that this is with a weapon not designed for such hot loads) which doesn't use electrothermal chemical propellants.
Is there a 3e GURPS answer to this, or do I have to cook one up? |
04-22-2023, 03:43 AM | #2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
Don't try to explain how this works in-setting. You can't get it to make physical sense.
The effects seem to be increased damage, plus drastically increased knockback.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
04-22-2023, 07:35 AM | #3 |
Join Date: Aug 2004
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
Damage is a function of mass x. Velocity. Deforming armor is simply rigid armor giving way to the impact. Ask me to take a commercial cartridge from CARTRIDGES OF THE WORLD, and I can list the weight and muzzle velocity of said cartridges. For a hyper velocity round, if it is chemically based, it matters not if the propellant is solid or liquid inside the cartridge - the stored energy is what matters.
Either lower the projectile mass, or increase the propellant energy (or both) to increase the muzzle speed of your hyper velocity round. What kind of damage are you looking to see with your round? Last edited by hal; 04-22-2023 at 07:36 AM. Reason: Stupid pad autocorrect |
04-22-2023, 07:42 AM | #4 | |
Join Date: Aug 2007
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
Quote:
At least propelling 9mm bullets at 3x velocity is possible. It'd make the gun blow up but it's possible to make the bullets go that fast. I know you don't want to hear about realism so you only give the ammo a chance (say 9 or less) to make the gun blow up. Oh wait, is that cyborg being pushed back by _firing_ the gun? That's just more Rcl.
__________________
Fred Brackin |
|
04-22-2023, 08:56 AM | #5 |
Join Date: Jul 2012
Location: A crappy state called Illinois
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
I just treat it as Extra-Powerful Ammunition, High-Tech p. 165. Here's my take on the manga version of the C-25A.
__________________
GURB: Ultra-Tech Reloaded Normies: Man! The government is filled with liars and thieves! Me: Well yeah, here's what they're lying about, what they're stealing from you, and who's doing it. Normies: Rolls eyes Shut up conspiracy theorist Me: >.> |
04-22-2023, 01:45 PM | #6 |
Join Date: Jun 2022
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
I would also have an 'escalating' Malfunction rate in weapons not designed to fire these hot-loads. Say start at Malf 17 and just decrement at whatever rate feels best to represent the extreme material stress the firearm is under.
|
04-22-2023, 02:03 PM | #7 |
Join Date: Aug 2014
Location: Snoopy's basement
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
Sounds like flat-head rounds with some kind of secondary drive system.
I'd give them double knock-back and a split-damage effect (lower at short ranges). |
04-22-2023, 02:44 PM | #8 |
Join Date: Jul 2008
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
I don't think being bad at penetrating armor is an intended element, though. Even if the depiction does come off that way somewhat.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
04-22-2023, 08:39 PM | #9 | ||
Join Date: Jun 2020
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
Quote:
Quote:
More like just how ridiculous GitS materials tech is. They've got CNT muscles that can make jumping between buildings to get high plausible, and drops of 200+ meters be a cakewalk... |
||
04-22-2023, 08:54 PM | #10 |
Join Date: Jul 2012
Location: A crappy state called Illinois
|
Re: How to Stat Ghost in the Shell Style Hypervelocity Ammunition
Multiply damage and range by 1.1×, cost by 1.5×. they're probably at lest APHC, add AD (2) and reduce pi damage down one category, cost 2×. For my write up I used a hypothetical Armor Piercing Dense Cored round triples cost but does everything that APHC does and increase damage by 1.2×.
__________________
GURB: Ultra-Tech Reloaded Normies: Man! The government is filled with liars and thieves! Me: Well yeah, here's what they're lying about, what they're stealing from you, and who's doing it. Normies: Rolls eyes Shut up conspiracy theorist Me: >.> |
Tags |
firearms, gurps 3e, rounds |
Thread Tools | |
Display Modes | |
|
|