04-26-2012, 11:33 PM | #31 | |||
Join Date: Oct 2004
Location: Berlin, Germany
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Re: Silent Ammunition Questions
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Cheers HANS
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04-26-2012, 11:49 PM | #32 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Silent Ammunition Questions
Of course, the error might be translating 'useful range' as 'assured-kill range', since that might mean just about anything (it's probably the range at which it can reasonably hit a human-sized target).
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04-27-2012, 05:26 AM | #33 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Silent Ammunition Questions
The immediate problem I see with those is that silent ammunition traps the gas. You know what makes the M16 and MP7 cycle?
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
04-27-2012, 07:31 AM | #34 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Silent Ammunition Questions
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That said, I haven't thought of all the examples you've given as options to use (nor have my players). I'll try to steer them to some of those ideas sometime. Thanks for those! They have used rivals, however, and solved one elimination mission by getting a rival drug gang to take out their targets. A house rule I do use is the "clues," taking a variation from the Action and Monster Hunter, so gathering info is an important part of my game (and becoming more so as they get more "offensive" missions in enemy lands). In my games, however, rather than using a BAD and ACT and clues giving an automatic change of bonus, after the PC have made their infiltration plan and are ready to play the action, I boil it down to the contest of Tactics between the leaders of both sides to determine how they planned their defenses and methods of entry, with either side getting a +1 per "clue" they obtained relevant to the situation (enemy numbers, blueprints of area, motivations of opponent, radio frequencies, etc.). The PC get +1 for every 2 points of margin of victory, or -1 per 2 points of margin of defeat, to relevant "infiltration action skills" such as Stealth, Camouflage, Electronics Operation (Security), Lockpicking, Observation, Forced Entry, etc., representing picking the best (or worse) possible way to do so.. which of course just means everything they do is just "part of the plan." This request for the silent guns is for when they're what I call "on the defensive" missions. It's not a bad guy base or infiltration, and there is no real time to gather "clues" through social engineering. It's when the bad guys have gone on the offensive in their countries, screwed up and got noticed, and have to be stopped. There's often not much time to plan because if they take too long, the bad guys complete their mission and get away. It often - but admittedly not always - tends to force a violent confrontation because the bad guys want to get away and don't want to surrender to a foreign government. It's in situations like this that the bad guys wind up taking convenient random people hostage. The players want the "perfect silent sentry elimination" method because there's typically no bad guy security to foil; just their first line of defense, then the back line (usually with the hostages). I still use my Tactics contest to provide a modifier for these situations (PC often get a few free "clues" from having exact blueprints in this situation since it's their home ground), and there are sometimes back ways in and whatnot, so their Stealth and other security infiltration skills and such come in handy for that. They don't necessarily need the silent guns for these missions, but I can certainly see it as being handy. But every now and then I intentionally make their lives very difficult by having really complicated scenarios (e.g., "their leaders and the hostages have fallen back into the bank vault, with a few extra thugs guarding the entrance to the room with the vault."). I've had two such difficult missions (out of 23 over a year and a half of playing), but it seems to have been enough for my PC to start looking for "silent weapons." Why do I create such scenarios? Because I occasionally want the PC to lose or have a no-win mission (and by this, "win" means saving all the hostages) just for roleplaying dramatic tension with a failed mission meaning dead hostages rather than PC deaths or the "end of the world." But it doesn't stop my players for trying to find ways to win. I posted here just to see what I could find for them. Last edited by Kallatari; 04-27-2012 at 07:34 AM. |
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04-27-2012, 11:00 AM | #35 | ||||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Silent Ammunition Questions
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The players in my campaign basically ignore Melee Weapon skills except for Knife, and even the lousy computer geek has Stealth-14, while those on the sharp end of the stick have Stealth at 15-18. This is why. Quote:
That said, the situation you described isn't really one where sentry removal will matter much. Most of the bad guys are in a strongpoint with all their guns pointed out the one funnel. They'll almost certainly maintain visual contact with their sentries, because the sentries only really have to watch the one approach . . . Also, the bad guys have effectively cornered themselves. Sooner or later, they'll have to come out, and a smart commander will wait for that moment to strike, not try to sneak into, cut through, or assault a vault with one entrance and DR 400-800 walls. Quote:
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04-27-2012, 12:44 PM | #36 |
Join Date: Mar 2009
Location: Detroit
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Re: Silent Ammunition Questions
I think the point has been amply made, you would need a complete rebuild, at least.
Why not make a whole new gun? Air guns have been metioned. Fit it with a piston firing system, slow air bleed off, and it's completely silent. You don't need to load anyhting but a projectile, it can be caseless. Basically, you're talking about a lethal paintball gun, which can fire at tremendous rates. This one, however, would need to bleed the air off slowly from some sort of accumulator tank, so the rate of fire would be horridly slow- call it a semi-auto, that'd probably be slow enough. The velocity would need to be around 1,000 feet per second, max, though, to keep it subsonic. This is why all the current stuff you're mentioning is pistols. That velocity is going to get you pistol performance, even with a longer barrel or bigger projectile. The only thing you could do is increase the size of the projectile for more energy, and then it would lose that energy faster the further downrange it went. It would have a completely horrible ballistic curve, but this is still faster than a .45 ACP, and not much slower than a .30-30 deer rifle, so you should be able to get something lethal that fills your bill. And after all the research and development, it should come awful close to performing about the same as that crossbow. That's why no one bother with it. |
04-27-2012, 01:21 PM | #37 | ||
Join Date: Jul 2008
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Re: Silent Ammunition Questions
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Granted you've also probably got a problem if your stealth gun starts resembling a light cannon...
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04-27-2012, 02:45 PM | #38 | |||
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Silent Ammunition Questions
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The reason they're training on such skills now is they know there's an upcoming mission in the near future that will put them behind enemy lines for an extended period of time (several months) and they'll likely be cut off from most of their support and have to work on their own for a bit... so best to have some skills at doing that oneself just in case. Quote:
As to the sneak into the shooting funnel, yeah, I personally didn't see many options. That was intentional. I think my players are just looking for a few seconds delay; to get in 3 or 4 seconds worth of shooting, as silently as possible, before the opponents react to falling bodies. It's not much of an edge, but it's still and edge in these impossible situations. Guess they'll just have to rely on the standard smoke, darkness (and NVGs), and hope the first instinct of the bad guys won't be to shoot the hostages first (and lucky for them, typically it isn't). Quote:
And one PC had an uncomfortable time when he was under investigation and interrogated by authorities when recovered footage of the incident showed him "killing a hostile who surrendered." The PC was miserable but that player really enjoyed it, so that was good (not all of my players would have taken that in stride). |
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04-28-2012, 12:25 AM | #39 | |||
Join Date: Aug 2004
Location: God's Own Country
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Re: Silent Ammunition Questions
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The only difference is how much noise there is from the gas, and these are effectively silent gas-wise. Quote:
The striker noise on an M16 is not too bad--the big thing is that it doesn't sound like a gun, so it can get away with a little volume. Quote:
I was deriving the "assured kill range" from the point at which it retained enough Joules to kill on a central torso shot. Janes doesn't call it that, the magazine does; I used Janes for the ballistic info.
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Paul May | MIB 1138 (on hiatus) |
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04-28-2012, 12:34 AM | #40 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: Silent Ammunition Questions
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The easy way, of course, is an electromag subsonic gun firing rounds the length and diameter of a marker pen cap. :) 10mm EM rounds out of a ultra-short barrel (set to very low power) can do the job. In 3e I built, for a TL10 special agent game, such a pistol. 10mm EM, 10 rounds, electronic sight and a gun computer--the whole pistol could be hidden by an open hand, and did 3d+ cr damage on subsonic and 6d+ cr at full power when noise isn't an issue. For some reason, one of the players got huffy when I wouldn't let him buy APFSDSDU rounds for it. :) The hard bit comes when you have to use chem propulsion instead.
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Paul May | MIB 1138 (on hiatus) |
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ammunition, gun, high-tech |
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