I have a problem with the Gauss Gun rules in GURPS Ultra-Tech and would like to ask for advice from the forum:
1. The TL9 Sniper Railgun is powered by a D Cell (see note 4 on page UT143). The weapons ammunition weight is 1.4, which obviously does not include a 5-pound D Cell. Does that mean I must carry one extra D Cell for every magazine?
2. The TL10 Gauss Guns appear pretty much useless. According to the errata (
http://www.sjgames.com/errata/gurps/4e/ultra-tech.html), the Gauss Rifle does pi- damage. It therefore does 6+2(3) pi- damage. This is barely enough to penetrate TL10 Heavy Clamshell (DR60) and totally insufficient against a TL10 Combat Hardsuit (DR75). Even when the weapons power is cranked up to "Boosted" level, it barely beats a Combat Hardsuit. An Electrothermal Storm Carbine from TL9 with APEP ammunition is much better here. The only advantage of the Gauss Rifle is the light, cheap ammunition.
Unless the idea is that infantry combat at TL10 is entirely between power-suited troopers or robots with Portable Railguns and Gauss HMGs, and the Gauss Rifle is only meant for militias that put down uprisings by poorly-equipped insurgents, a weapon like this has no place.